commit 0a76551e89dd8002b4893d028dbe804e64233ff7 Author: Marco Cawthorne Date: Thu Jul 21 21:33:18 2022 -0700 end me suffering diff --git a/ai.qc b/ai.qc new file mode 100644 index 0000000..4ad9683 --- /dev/null +++ b/ai.qc @@ -0,0 +1,747 @@ +void() movetarget_f; +void() t_movetarget; +void() knight_walk1; +void() knight_bow6; +void() knight_bow1; +void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage; +/* + +.enemy +Will be world if not currently angry at anyone. + +.movetarget +The next path spot to walk toward. If .enemy, ignore .movetarget. +When an enemy is killed, the monster will try to return to it's path. + +.huntt_ime +Set to time + something when the player is in sight, but movement straight for +him is blocked. This causes the monster to use wall following code for +movement direction instead of sighting on the player. + +.ideal_yaw +A yaw angle of the intended direction, which will be turned towards at up +to 45 deg / state. If the enemy is in view and hunt_time is not active, +this will be the exact line towards the enemy. + +.pausetime +A monster will leave it's stand state and head towards it's .movetarget when +time > .pausetime. + +walkmove(angle, speed) primitive is all or nothing +*/ + + +// +// globals +// +float current_yaw; + +// +// when a monster becomes angry at a player, that monster will be used +// as the sight target the next frame so that monsters near that one +// will wake up even if they wouldn't have noticed the player +// +entity sight_entity; +float sight_entity_time; + +float(float v) anglemod = +{ + while (v >= 360) + v = v - 360; + while (v < 0) + v = v + 360; + return v; +}; + +/* +============================================================================== + +MOVETARGET CODE + +The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target. + +targetname +must be present. The name of this movetarget. + +target +the next spot to move to. If not present, stop here for good. + +pausetime +The number of seconds to spend standing or bowing for path_stand or path_bow + +============================================================================== +*/ + + +void() movetarget_f = +{ + if (!self.targetname) + objerror ("monster_movetarget: no targetname"); + + self.solid = SOLID_TRIGGER; + self.touch = t_movetarget; + setsize (self, '-8 -8 -8', '8 8 8'); + +}; + +/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) +Monsters will continue walking towards the next target corner. +*/ +void() path_corner = +{ + movetarget_f (); +}; + + +/* +============= +t_movetarget + +Something has bumped into a movetarget. If it is a monster +moving towards it, change the next destination and continue. +============== +*/ +void() t_movetarget = +{ +local entity temp; + + if (other.movetarget != self) + return; + + if (other.enemy) + return; // fighting, not following a path + + temp = self; + self = other; + other = temp; + + if (self.classname == "monster_ogre") + sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound + +//dprint ("t_movetarget\n"); + self.goalentity = self.movetarget = find (world, targetname, other.target); + self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); + if (!self.movetarget) + { + self.pausetime = time + 999999; + self.th_stand (); + return; + } +}; + + + +//============================================================================ + +/* +============= +range + +returns the range catagorization of an entity reletive to self +0 melee range, will become hostile even if back is turned +1 visibility and infront, or visibility and show hostile +2 infront and show hostile +3 only triggered by damage +============= +*/ +float(entity targ) range = +{ +local vector spot1, spot2; +local float r; + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + + r = vlen (spot1 - spot2); + if (r < 120) + return RANGE_MELEE; + if (r < 500) + return RANGE_NEAR; + if (r < 1000) + return RANGE_MID; + return RANGE_FAR; +}; + +/* +============= +visible + +returns 1 if the entity is visible to self, even if not infront () +============= +*/ +float (entity targ) visible = +{ + local vector spot1, spot2; + + spot1 = self.origin + self.view_ofs; + spot2 = targ.origin + targ.view_ofs; + traceline (spot1, spot2, TRUE, self); // see through other monsters + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_fraction == 1) + return TRUE; + return FALSE; +}; + + +/* +============= +infront + +returns 1 if the entity is in front (in sight) of self +============= +*/ +float(entity targ) infront = +{ + local vector vec; + local float dot; + + makevectors (self.angles); + vec = normalize (targ.origin - self.origin); + dot = vec * v_forward; + + if ( dot > 0.3) + { + return TRUE; + } + return FALSE; +}; + + +//============================================================================ + +/* +=========== +ChangeYaw + +Turns towards self.ideal_yaw at self.yaw_speed +Sets the global variable current_yaw +Called every 0.1 sec by monsters +============ +*/ +/* + +void() ChangeYaw = +{ + local float ideal, move; + +//current_yaw = self.ideal_yaw; +// mod down the current angle + current_yaw = anglemod( self.angles_y ); + ideal = self.ideal_yaw; + + if (current_yaw == ideal) + return; + + move = ideal - current_yaw; + if (ideal > current_yaw) + { + if (move > 180) + move = move - 360; + } + else + { + if (move < -180) + move = move + 360; + } + + if (move > 0) + { + if (move > self.yaw_speed) + move = self.yaw_speed; + } + else + { + if (move < 0-self.yaw_speed ) + move = 0-self.yaw_speed; + } + + current_yaw = anglemod (current_yaw + move); + + self.angles_y = current_yaw; +}; + +*/ + + +//============================================================================ + +void() HuntTarget = +{ + self.goalentity = self.enemy; + self.think = self.th_run; + self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); + self.nextthink = time + 0.1; + SUB_AttackFinished (1); // wait a while before first attack +}; + +void() SightSound = +{ +local float rsnd; + + if (self.classname == "monster_ogre") + sound (self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM); + else if (self.classname == "monster_knight") + sound (self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM); + else if (self.classname == "monster_shambler") + sound (self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM); + else if (self.classname == "monster_demon1") + sound (self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM); + else if (self.classname == "monster_wizard") + sound (self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM); + else if (self.classname == "monster_zombie") + sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM); + else if (self.classname == "monster_dog") + sound (self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM); + else if (self.classname == "monster_hell_knight") + sound (self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM); + else if (self.classname == "monster_tarbaby") + sound (self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM); + else if (self.classname == "monster_vomit") + sound (self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM); + else if (self.classname == "monster_enforcer") + { + rsnd = rint(random() * 3); + if (rsnd == 1) + sound (self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM); + else if (rsnd == 2) + sound (self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM); + else if (rsnd == 0) + sound (self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM); + } + else if (self.classname == "monster_army") + sound (self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM); + else if (self.classname == "monster_shalrath") + sound (self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM); +}; + +void() FoundTarget = +{ + 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 + + SightSound (); + HuntTarget (); +}; + +/* +=========== +FindTarget + +Self is currently not attacking anything, so try to find a target + +Returns TRUE if an enemy was sighted + +When a player fires a missile, the point of impact becomes a fakeplayer so +that monsters that see the impact will respond as if they had seen the +player. + +To avoid spending too much time, only a single client (or fakeclient) is +checked each frame. This means multi player games will have slightly +slower noticing monsters. +============ +*/ +float() FindTarget = +{ + local entity client; + local float r; + +// if the first spawnflag bit is set, the monster will only wake up on +// really seeing the player, not another monster getting angry + +// spawnflags & 3 is a big hack, because zombie crucified used the first +// spawn flag prior to the ambush flag, and I forgot about it, so the second +// spawn flag works as well + if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) ) + { + client = sight_entity; + if (client.enemy == self.enemy) + return; + } + else + { + client = checkclient (); + if (!client) + return FALSE; // current check entity isn't in PVS + } + + if (client == self.enemy) + return FALSE; + + if (client.flags & FL_NOTARGET) + return FALSE; + if (client.g_items & IT_INVISIBILITY) + return FALSE; + + r = range (client); + if (r == RANGE_FAR) + return FALSE; + + if (!visible (client)) + return FALSE; + + if (r == RANGE_NEAR) + { + if (client.show_hostile < time && !infront (client)) + return FALSE; + } + else if (r == RANGE_MID) + { + if ( /* client.show_hostile < time || */ !infront (client)) + return FALSE; + } + +// +// got one +// + self.enemy = client; + if (self.enemy.classname != "player") + { + self.enemy = self.enemy.enemy; + if (self.enemy.classname != "player") + { + self.enemy = world; + return FALSE; + } + } + + FoundTarget (); + + return TRUE; +}; + + +//============================================================================= + +void(float dist) ai_forward = +{ + walkmove (self.angles_y, dist); +}; + +void(float dist) ai_back = +{ + walkmove ( (self.angles_y+180), dist); +}; + + +/* +============= +ai_pain + +stagger back a bit +============= +*/ +void(float dist) ai_pain = +{ + ai_back (dist); +/* + local float away; + + away = anglemod (vectoyaw (self.origin - self.enemy.origin) + + 180*(random()- 0.5) ); + + walkmove (away, dist); +*/ +}; + +/* +============= +ai_painforward + +stagger back a bit +============= +*/ +void(float dist) ai_painforward = +{ + walkmove (self.ideal_yaw, dist); +}; + +/* +============= +ai_walk + +The monster is walking it's beat +============= +*/ +void(float dist) ai_walk = +{ + local vector mtemp; + + movedist = dist; + + if (self.classname == "monster_dragon") + { + movetogoal (dist); + return; + } + // check for noticing a player + if (FindTarget ()) + return; + + movetogoal (dist); +}; + + +/* +============= +ai_stand + +The monster is staying in one place for a while, with slight angle turns +============= +*/ +void() ai_stand = +{ + if (FindTarget ()) + return; + + if (time > self.pausetime) + { + self.th_walk (); + return; + } + +// change angle slightly + +}; + +/* +============= +ai_turn + +don't move, but turn towards ideal_yaw +============= +*/ +void() ai_turn = +{ + if (FindTarget ()) + return; + + ChangeYaw (); +}; + +//============================================================================= + +/* +============= +ChooseTurn +============= +*/ +void(vector dest3) ChooseTurn = +{ + local vector dir, newdir; + + dir = self.origin - dest3; + + newdir_x = trace_plane_normal_y; + newdir_y = 0 - trace_plane_normal_x; + newdir_z = 0; + + if (dir * newdir > 0) + { + dir_x = 0 - trace_plane_normal_y; + dir_y = trace_plane_normal_x; + } + else + { + dir_x = trace_plane_normal_y; + dir_y = 0 - trace_plane_normal_x; + } + + dir_z = 0; + self.ideal_yaw = vectoyaw(dir); +}; + +/* +============ +FacingIdeal + +============ +*/ +float() FacingIdeal = +{ + local float delta; + + delta = anglemod(self.angles_y - self.ideal_yaw); + if (delta > 45 && delta < 315) + return FALSE; + return TRUE; +}; + + +//============================================================================= + +float() WizardCheckAttack; +float() DogCheckAttack; + +float() CheckAnyAttack = +{ + if (!enemy_vis) + return; + if (self.classname == "monster_army") + return SoldierCheckAttack (); + if (self.classname == "monster_ogre") + return OgreCheckAttack (); + if (self.classname == "monster_shambler") + return ShamCheckAttack (); + if (self.classname == "monster_demon1") + return DemonCheckAttack (); + if (self.classname == "monster_dog") + return DogCheckAttack (); + if (self.classname == "monster_wizard") + return WizardCheckAttack (); + return CheckAttack (); +}; + + +/* +============= +ai_run_melee + +Turn and close until within an angle to launch a melee attack +============= +*/ +void() ai_run_melee = +{ + self.ideal_yaw = enemy_yaw; + ChangeYaw (); + + if (FacingIdeal()) + { + self.th_melee (); + self.attack_state = AS_STRAIGHT; + } +}; + + +/* +============= +ai_run_missile + +Turn in place until within an angle to launch a missile attack +============= +*/ +void() ai_run_missile = +{ + self.ideal_yaw = enemy_yaw; + ChangeYaw (); + if (FacingIdeal()) + { + self.th_missile (); + self.attack_state = AS_STRAIGHT; + } +}; + + +/* +============= +ai_run_slide + +Strafe sideways, but stay at aproximately the same range +============= +*/ +void() ai_run_slide = +{ + local float ofs; + + self.ideal_yaw = enemy_yaw; + ChangeYaw (); + if (self.lefty) + ofs = 90; + else + ofs = -90; + + if (walkmove (self.ideal_yaw + ofs, movedist)) + return; + + self.lefty = 1 - self.lefty; + + walkmove (self.ideal_yaw - ofs, movedist); +}; + + +/* +============= +ai_run + +The monster has an enemy it is trying to kill +============= +*/ +void(float dist) ai_run = +{ + local vector delta; + local float axis; + local float direct, ang_rint, ang_floor, ang_ceil; + + movedist = dist; +// see if the enemy is dead + if (self.enemy.health <= 0) + { + self.enemy = world; + // FIXME: look all around for other targets + if (self.oldenemy.health > 0) + { + self.enemy = self.oldenemy; + HuntTarget (); + } + else + { + if (self.movetarget) + self.th_walk (); + else + self.th_stand (); + return; + } + } + + self.show_hostile = time + 1; // wake up other monsters + +// check knowledge of enemy + enemy_vis = visible(self.enemy); + if (enemy_vis) + self.search_time = time + 5; + +// look for other coop players + if (coop && self.search_time < time) + { + if (FindTarget ()) + return; + } + + enemy_infront = infront(self.enemy); + enemy_range = range(self.enemy); + enemy_yaw = vectoyaw(self.enemy.origin - self.origin); + + if (self.attack_state == AS_MISSILE) + { +//dprint ("ai_run_missile\n"); + ai_run_missile (); + return; + } + if (self.attack_state == AS_MELEE) + { +//dprint ("ai_run_melee\n"); + ai_run_melee (); + return; + } + + if (CheckAnyAttack ()) + return; // beginning an attack + + if (self.attack_state == AS_SLIDING) + { + ai_run_slide (); + return; + } + +// head straight in + movetogoal (dist); // done in C code... +}; + diff --git a/amtest.qc b/amtest.qc new file mode 100644 index 0000000..a28de1e --- /dev/null +++ b/amtest.qc @@ -0,0 +1,85 @@ +/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> +~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ + +void() test_teleport_touch; +void() tele_done; + +/*QUAKED test_teleport (0 .5 .8) ? +Teleporter testing +*/ +void() test_teleport = +{ + precache_model ("sprites/s_aball.spr"); + setsize (self, self.mins, self.maxs); + self.touch = test_teleport_touch; + self.solid = 1; + + if (!self.target) + objerror ("no target\n"); +}; + +void() test_teleport_touch = +{ +local entity oldself; + other.movetype = MOVETYPE_TOSS; +// other.solid = SOLID_NOT; + other.dest = '256 -128 -128'; + oldself = self; + self = other; +// SUB_CalcMove (self.dest, 200, tele_done); + self.velocity = '1000 0 0 '; + self = oldself; +}; + +void() tele_done = +{ + self.movetype = MOVETYPE_WALK; + self.solid = SOLID_SLIDEBOX; +}; + +/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> +~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ + +void() test_goaway; +void() test_spawn; + +/*QUAKED test_fodder (0 .5 .8) ? +beating guy +*/ +void() test_fodder = +{ + self.nextthink = time + 3; + self.think = test_spawn; +}; + +void() test_spawn = +{ +local entity body; + makevectors (self.angles); + + body = spawn(); + setmodel (body, "progs/soldier.mdl"); + setorigin (body, self.origin); + body.classname = "player"; + body.health = 1000; + body.frags = 0; + body.takedamage = DAMAGE_AIM; + body.solid = SOLID_SLIDEBOX; + body.movetype = MOVETYPE_WALK; + body.show_hostile = 0; + body.g_weapon = 1; + body.velocity = v_forward * 200; + + body.nextthink = time + 5; + body.think = test_goaway; + +self.nextthink = time + 3; +self.think = test_spawn; + +}; + +void() test_goaway = +{ + remove (self); +}; + diff --git a/boss.qc b/boss.qc new file mode 100644 index 0000000..949de52 --- /dev/null +++ b/boss.qc @@ -0,0 +1,385 @@ +/* +============================================================================== + +BOSS-ONE + +============================================================================== +*/ +$cd id1/models/boss1 +$origin 0 0 -15 +$base base +$skin skin +$scale 5 + +$frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10 +$frame rise11 rise12 rise13 rise14 rise15 rise16 rise17 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 +$frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 +$frame walk16 walk17 walk18 walk19 walk20 walk21 walk22 +$frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 + +$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 +$frame attack9 attack10 attack11 attack12 attack13 attack14 attack15 +$frame attack16 attack17 attack18 attack19 attack20 attack21 attack22 +$frame attack23 + +$frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8 +$frame shocka9 shocka10 + +$frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6 + +$frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8 +$frame shockc9 shockc10 + + +void(vector p) boss_missile; + +void() boss_face = +{ + +// go for another player if multi player + if (self.enemy.health <= 0 || random() < 0.02) + { + self.enemy = find(self.enemy, classname, "player"); + if (!self.enemy) + self.enemy = find(self.enemy, classname, "player"); + } + ai_face(); +}; + +void() boss_rise1 =[ $rise1, boss_rise2 ] { +sound (self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM); +}; +void() boss_rise2 =[ $rise2, boss_rise3 ] { +sound (self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM); +}; +void() boss_rise3 =[ $rise3, boss_rise4 ] {}; +void() boss_rise4 =[ $rise4, boss_rise5 ] {}; +void() boss_rise5 =[ $rise5, boss_rise6 ] {}; +void() boss_rise6 =[ $rise6, boss_rise7 ] {}; +void() boss_rise7 =[ $rise7, boss_rise8 ] {}; +void() boss_rise8 =[ $rise8, boss_rise9 ] {}; +void() boss_rise9 =[ $rise9, boss_rise10 ] {}; +void() boss_rise10 =[ $rise10, boss_rise11 ] {}; +void() boss_rise11 =[ $rise11, boss_rise12 ] {}; +void() boss_rise12 =[ $rise12, boss_rise13 ] {}; +void() boss_rise13 =[ $rise13, boss_rise14 ] {}; +void() boss_rise14 =[ $rise14, boss_rise15 ] {}; +void() boss_rise15 =[ $rise15, boss_rise16 ] {}; +void() boss_rise16 =[ $rise16, boss_rise17 ] {}; +void() boss_rise17 =[ $rise17, boss_missile1 ] {}; + +void() boss_idle1 =[ $walk1, boss_idle2 ] +{ +// look for other players +}; +void() boss_idle2 =[ $walk2, boss_idle3 ] {boss_face();}; +void() boss_idle3 =[ $walk3, boss_idle4 ] {boss_face();}; +void() boss_idle4 =[ $walk4, boss_idle5 ] {boss_face();}; +void() boss_idle5 =[ $walk5, boss_idle6 ] {boss_face();}; +void() boss_idle6 =[ $walk6, boss_idle7 ] {boss_face();}; +void() boss_idle7 =[ $walk7, boss_idle8 ] {boss_face();}; +void() boss_idle8 =[ $walk8, boss_idle9 ] {boss_face();}; +void() boss_idle9 =[ $walk9, boss_idle10 ] {boss_face();}; +void() boss_idle10 =[ $walk10, boss_idle11 ] {boss_face();}; +void() boss_idle11 =[ $walk11, boss_idle12 ] {boss_face();}; +void() boss_idle12 =[ $walk12, boss_idle13 ] {boss_face();}; +void() boss_idle13 =[ $walk13, boss_idle14 ] {boss_face();}; +void() boss_idle14 =[ $walk14, boss_idle15 ] {boss_face();}; +void() boss_idle15 =[ $walk15, boss_idle16 ] {boss_face();}; +void() boss_idle16 =[ $walk16, boss_idle17 ] {boss_face();}; +void() boss_idle17 =[ $walk17, boss_idle18 ] {boss_face();}; +void() boss_idle18 =[ $walk18, boss_idle19 ] {boss_face();}; +void() boss_idle19 =[ $walk19, boss_idle20 ] {boss_face();}; +void() boss_idle20 =[ $walk20, boss_idle21 ] {boss_face();}; +void() boss_idle21 =[ $walk21, boss_idle22 ] {boss_face();}; +void() boss_idle22 =[ $walk22, boss_idle23 ] {boss_face();}; +void() boss_idle23 =[ $walk23, boss_idle24 ] {boss_face();}; +void() boss_idle24 =[ $walk24, boss_idle25 ] {boss_face();}; +void() boss_idle25 =[ $walk25, boss_idle26 ] {boss_face();}; +void() boss_idle26 =[ $walk26, boss_idle27 ] {boss_face();}; +void() boss_idle27 =[ $walk27, boss_idle28 ] {boss_face();}; +void() boss_idle28 =[ $walk28, boss_idle29 ] {boss_face();}; +void() boss_idle29 =[ $walk29, boss_idle30 ] {boss_face();}; +void() boss_idle30 =[ $walk30, boss_idle31 ] {boss_face();}; +void() boss_idle31 =[ $walk31, boss_idle1 ] {boss_face();}; + +void() boss_missile1 =[ $attack1, boss_missile2 ] {boss_face();}; +void() boss_missile2 =[ $attack2, boss_missile3 ] {boss_face();}; +void() boss_missile3 =[ $attack3, boss_missile4 ] {boss_face();}; +void() boss_missile4 =[ $attack4, boss_missile5 ] {boss_face();}; +void() boss_missile5 =[ $attack5, boss_missile6 ] {boss_face();}; +void() boss_missile6 =[ $attack6, boss_missile7 ] {boss_face();}; +void() boss_missile7 =[ $attack7, boss_missile8 ] {boss_face();}; +void() boss_missile8 =[ $attack8, boss_missile9 ] {boss_face();}; +void() boss_missile9 =[ $attack9, boss_missile10 ] {boss_missile('100 100 200');}; +void() boss_missile10 =[ $attack10, boss_missile11 ] {boss_face();}; +void() boss_missile11 =[ $attack11, boss_missile12 ] {boss_face();}; +void() boss_missile12 =[ $attack12, boss_missile13 ] {boss_face();}; +void() boss_missile13 =[ $attack13, boss_missile14 ] {boss_face();}; +void() boss_missile14 =[ $attack14, boss_missile15 ] {boss_face();}; +void() boss_missile15 =[ $attack15, boss_missile16 ] {boss_face();}; +void() boss_missile16 =[ $attack16, boss_missile17 ] {boss_face();}; +void() boss_missile17 =[ $attack17, boss_missile18 ] {boss_face();}; +void() boss_missile18 =[ $attack18, boss_missile19 ] {boss_face();}; +void() boss_missile19 =[ $attack19, boss_missile20 ] {boss_face();}; +void() boss_missile20 =[ $attack20, boss_missile21 ] {boss_missile('100 -100 200');}; +void() boss_missile21 =[ $attack21, boss_missile22 ] {boss_face();}; +void() boss_missile22 =[ $attack22, boss_missile23 ] {boss_face();}; +void() boss_missile23 =[ $attack23, boss_missile1 ] {boss_face();}; + +void() boss_shocka1 =[ $shocka1, boss_shocka2 ] {}; +void() boss_shocka2 =[ $shocka2, boss_shocka3 ] {}; +void() boss_shocka3 =[ $shocka3, boss_shocka4 ] {}; +void() boss_shocka4 =[ $shocka4, boss_shocka5 ] {}; +void() boss_shocka5 =[ $shocka5, boss_shocka6 ] {}; +void() boss_shocka6 =[ $shocka6, boss_shocka7 ] {}; +void() boss_shocka7 =[ $shocka7, boss_shocka8 ] {}; +void() boss_shocka8 =[ $shocka8, boss_shocka9 ] {}; +void() boss_shocka9 =[ $shocka9, boss_shocka10 ] {}; +void() boss_shocka10 =[ $shocka10, boss_missile1 ] {}; + +void() boss_shockb1 =[ $shockb1, boss_shockb2 ] {}; +void() boss_shockb2 =[ $shockb2, boss_shockb3 ] {}; +void() boss_shockb3 =[ $shockb3, boss_shockb4 ] {}; +void() boss_shockb4 =[ $shockb4, boss_shockb5 ] {}; +void() boss_shockb5 =[ $shockb5, boss_shockb6 ] {}; +void() boss_shockb6 =[ $shockb6, boss_shockb7 ] {}; +void() boss_shockb7 =[ $shockb1, boss_shockb8 ] {}; +void() boss_shockb8 =[ $shockb2, boss_shockb9 ] {}; +void() boss_shockb9 =[ $shockb3, boss_shockb10 ] {}; +void() boss_shockb10 =[ $shockb4, boss_missile1 ] {}; + +void() boss_shockc1 =[ $shockc1, boss_shockc2 ] {}; +void() boss_shockc2 =[ $shockc2, boss_shockc3 ] {}; +void() boss_shockc3 =[ $shockc3, boss_shockc4 ] {}; +void() boss_shockc4 =[ $shockc4, boss_shockc5 ] {}; +void() boss_shockc5 =[ $shockc5, boss_shockc6 ] {}; +void() boss_shockc6 =[ $shockc6, boss_shockc7 ] {}; +void() boss_shockc7 =[ $shockc7, boss_shockc8 ] {}; +void() boss_shockc8 =[ $shockc8, boss_shockc9 ] {}; +void() boss_shockc9 =[ $shockc9, boss_shockc10 ] {}; +void() boss_shockc10 =[ $shockc10, boss_death1 ] {}; + +void() boss_death1 = [$death1, boss_death2] { +sound (self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM); +}; +void() boss_death2 = [$death2, boss_death3] {}; +void() boss_death3 = [$death3, boss_death4] {}; +void() boss_death4 = [$death4, boss_death5] {}; +void() boss_death5 = [$death5, boss_death6] {}; +void() boss_death6 = [$death6, boss_death7] {}; +void() boss_death7 = [$death7, boss_death8] {}; +void() boss_death8 = [$death8, boss_death9] {}; +void() boss_death9 = [$death9, boss_death10] +{ + sound (self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM); + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_LAVASPLASH); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); +}; + +void() boss_death10 = [$death9, boss_death10] +{ + killed_monsters = killed_monsters + 1; + WriteByte (MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast + SUB_UseTargets (); + remove (self); +}; + +void(vector p) boss_missile = +{ + local vector offang; + local vector org, vec, d; + local float t; + + offang = vectoangles (self.enemy.origin - self.origin); + makevectors (offang); + + org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1'; + +// lead the player on hard mode + if (skill > 1) + { + t = vlen(self.enemy.origin - org) / 300; + vec = self.enemy.velocity; + vec_z = 0; + d = self.enemy.origin + t * vec; + } + else + { + d = self.enemy.origin; + } + + vec = normalize (d - org); + + launch_spike (org, vec); + setmodel (newmis, "progs/lavaball.mdl"); + newmis.avelocity = '200 100 300'; + setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); + newmis.velocity = vec*300; + newmis.touch = T_MissileTouch; // rocket explosion + sound (self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM); + +// check for dead enemy + if (self.enemy.health <= 0) + boss_idle1 (); +}; + + +void() boss_awake = +{ + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + self.takedamage = DAMAGE_NO; + + setmodel (self, "progs/boss.mdl"); + setsize (self, '-128 -128 -24', '128 128 256'); + + if (skill == 0) + self.health = 1; + else + self.health = 3; + + self.enemy = activator; + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_LAVASPLASH); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + self.yaw_speed = 20; + boss_rise1 (); +}; + + +/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256) +*/ +void() monster_boss = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/boss.mdl"); + precache_model ("progs/lavaball.mdl"); + + precache_sound ("weapons/rocket1i.wav"); + precache_sound ("boss1/out1.wav"); + precache_sound ("boss1/sight1.wav"); + precache_sound ("misc/power.wav"); + precache_sound ("boss1/throw.wav"); + precache_sound ("boss1/pain.wav"); + precache_sound ("boss1/death.wav"); + + total_monsters = total_monsters + 1; + + self.use = boss_awake; +}; + +//=========================================================================== + +entity le1, le2; +float lightning_end; + +void() lightning_fire = +{ + local vector p1, p2; + + if (time >= lightning_end) + { // done here, put the terminals back up + self = le1; + door_go_down (); + self = le2; + door_go_down (); + return; + } + + p1 = (le1.mins + le1.maxs) * 0.5; + p1_z = le1.absmin_z - 16; + + p2 = (le2.mins + le2.maxs) * 0.5; + p2_z = le2.absmin_z - 16; + + // compensate for length of bolt + p2 = p2 - normalize(p2-p1)*100; + + self.nextthink = time + 0.1; + self.think = lightning_fire; + + WriteByte (MSG_ALL, SVC_TEMPENTITY); + WriteByte (MSG_ALL, TE_LIGHTNING3); + WriteEntity (MSG_ALL, world); + WriteCoord (MSG_ALL, p1_x); + WriteCoord (MSG_ALL, p1_y); + WriteCoord (MSG_ALL, p1_z); + WriteCoord (MSG_ALL, p2_x); + WriteCoord (MSG_ALL, p2_y); + WriteCoord (MSG_ALL, p2_z); +}; + +void() lightning_use = +{ + if (lightning_end >= time + 1) + return; + + le1 = find( world, target, "lightning"); + le2 = find( le1, target, "lightning"); + if (!le1 || !le2) + { + dprint ("missing lightning targets\n"); + return; + } + + if ( + (le1.state != STATE_TOP && le1.state != STATE_BOTTOM) + || (le2.state != STATE_TOP && le2.state != STATE_BOTTOM) + || (le1.state != le2.state) ) + { +// dprint ("not aligned\n"); + return; + } + +// don't let the electrodes go back up until the bolt is done + le1.nextthink = -1; + le2.nextthink = -1; + lightning_end = time + 1; + + sound (self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM); + lightning_fire (); + +// advance the boss pain if down + self = find (world, classname, "monster_boss"); + if (!self) + return; + self.enemy = activator; + if (le1.state == STATE_TOP && self.health > 0) + { + sound (self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM); + self.health = self.health - 1; + if (self.health >= 2) + boss_shocka1(); + else if (self.health == 1) + boss_shockb1(); + else if (self.health == 0) + boss_shockc1(); + } +}; + + +/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) +Just for boss level. +*/ +void() event_lightning = +{ + self.use = lightning_use; +}; + + diff --git a/buttons.qc b/buttons.qc new file mode 100644 index 0000000..016ce6e --- /dev/null +++ b/buttons.qc @@ -0,0 +1,141 @@ +// button and multiple button + +void() button_wait; +void() button_return; + +void() button_wait = +{ + self.state = STATE_TOP; + self.nextthink = self.ltime + self.wait; + self.think = button_return; + activator = self.enemy; + SUB_UseTargets(); + self.frame = 1; // use alternate textures +}; + +void() button_done = +{ + self.state = STATE_BOTTOM; +}; + +void() button_return = +{ + self.state = STATE_DOWN; + SUB_CalcMove (self.pos1, self.speed, button_done); + self.frame = 0; // use normal textures + if (self.health) + self.takedamage = DAMAGE_YES; // can be shot again +}; + + +void() button_blocked = +{ // do nothing, just don't ome all the way back out +}; + + +void() button_fire = +{ + if (self.state == STATE_UP || self.state == STATE_TOP) + return; + + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + + self.state = STATE_UP; + SUB_CalcMove (self.pos2, self.speed, button_wait); +}; + + +void() button_use = +{ + self.enemy = activator; + button_fire (); +}; + +void() button_touch = +{ + if (other.classname != "player") + return; + self.enemy = other; + button_fire (); +}; + +void() button_killed = +{ + self.enemy = damage_attacker; + self.health = self.max_health; + self.takedamage = DAMAGE_NO; // wil be reset upon return + button_fire (); +}; + + +/*QUAKED func_button (0 .5 .8) ? +When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. + +"angle" determines the opening direction +"target" all entities with a matching targetname will be used +"speed" override the default 40 speed +"wait" override the default 1 second wait (-1 = never return) +"lip" override the default 4 pixel lip remaining at end of move +"health" if set, the button must be killed instead of touched +"sounds" +0) steam metal +1) wooden clunk +2) metallic click +3) in-out +*/ +void() func_button = +{ +local float gtemp, ftemp; + + if (self.sounds == 0) + { + precache_sound ("buttons/airbut1.wav"); + self.noise = "buttons/airbut1.wav"; + } + if (self.sounds == 1) + { + precache_sound ("buttons/switch21.wav"); + self.noise = "buttons/switch21.wav"; + } + if (self.sounds == 2) + { + precache_sound ("buttons/switch02.wav"); + self.noise = "buttons/switch02.wav"; + } + if (self.sounds == 3) + { + precache_sound ("buttons/switch04.wav"); + self.noise = "buttons/switch04.wav"; + } + + SetMovedir (); + + self.movetype = MOVETYPE_PUSH; + self.solid = SOLID_BSP; + setmodel (self, self.model); + + self.blocked = button_blocked; + self.use = button_use; + + if (self.health) + { + self.max_health = self.health; + self.th_die = button_killed; + self.takedamage = DAMAGE_YES; + } + else + self.touch = button_touch; + + if (!self.speed) + self.speed = 40; + if (!self.wait) + self.wait = 1; + if (!self.lip) + self.lip = 4; + + self.state = STATE_BOTTOM; + + self.pos1 = self.origin; + self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); +}; + diff --git a/client.qc b/client.qc new file mode 100644 index 0000000..89d10d5 --- /dev/null +++ b/client.qc @@ -0,0 +1,1440 @@ + +// prototypes +void () W_WeaponFrame; +void() W_SetCurrentAmmo; +void() player_pain; +void() player_stand1; +void (vector org) spawn_tfog; +void (vector org, entity death_owner) spawn_tdeath; + +float modelindex_eyes, modelindex_player; + +/* +============================================================================= + + LEVEL CHANGING / INTERMISSION + +============================================================================= +*/ + +float intermission_running; +float intermission_exittime; + +/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) +This is the camera point for the intermission. +Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' +*/ +void() info_intermission = +{ +}; + + + +void() SetChangeParms = +{ + if (self.health <= 0) + { + SetNewParms (); + return; + } + +// remove.g_items + self.g_items = self.g_items - (self.g_items & + (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) ); + +// cap super health + if (self.health > 100) + self.health = 100; + if (self.health < 50) + self.health = 50; + parm1 = self.g_items; + parm2 = self.health; + parm3 = self.armorvalue; + if (self.ammo_shells < 25) + parm4 = 25; + else + parm4 = self.ammo_shells; + parm5 = self.ammo_nails; + parm6 = self.ammo_rockets; + parm7 = self.ammo_cells; + parm8 = self.g_weapon; + parm9 = self.armortype * 100; +}; + +void() SetNewParms = +{ + parm1 = IT_SHOTGUN | IT_AXE; + parm2 = 100; + parm3 = 0; + parm4 = 25; + parm5 = 0; + parm6 = 0; + parm7 = 0; + parm8 = 1; + parm9 = 0; +}; + +void() DecodeLevelParms = +{ + if (serverflags) + { + if (world.model == "maps/start.bsp") + SetNewParms (); // take away all stuff on starting new episode + } + + self.g_items = parm1; + self.health = parm2; + self.armorvalue = parm3; + self.ammo_shells = parm4; + self.ammo_nails = parm5; + self.ammo_rockets = parm6; + self.ammo_cells = parm7; + self.g_weapon = parm8; + self.armortype = parm9 * 0.01; +}; + +/* +============ +FindIntermission + +Returns the entity to view from +============ +*/ +entity() FindIntermission = +{ + local entity spot; + local float cyc; + +// look for info_intermission first + spot = find (world, classname, "info_intermission"); + if (spot) + { // pick a random one + cyc = random() * 4; + while (cyc > 1) + { + spot = find (spot, classname, "info_intermission"); + if (!spot) + spot = find (spot, classname, "info_intermission"); + cyc = cyc - 1; + } + return spot; + } + +// then look for the start position + spot = find (world, classname, "info_player_start"); + if (spot) + return spot; + +// testinfo_player_start is only found in regioned levels + spot = find (world, classname, "testplayerstart"); + if (spot) + return spot; + + objerror ("FindIntermission: no spot"); +}; + + +string nextmap; +void() GotoNextMap = +{ + if (cvar("samelevel")) // if samelevel is set, stay on same level + changelevel (mapname); + else + changelevel (nextmap); +}; + + +void() ExitIntermission = +{ +// skip any text in deathmatch + if (deathmatch) + { + GotoNextMap (); + return; + } + + intermission_exittime = time + 1; + intermission_running = intermission_running + 1; + +// +// run some text if at the end of an episode +// + if (intermission_running == 2) + { + if (world.model == "maps/e1m7.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + if (!cvar("registered")) + { + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!"); + } + else + { + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!"); + } + return; + } + else if (world.model == "maps/e2m6.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral."); + return; + } + else if (world.model == "maps/e3m6.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth."); + return; + } + else if (world.model == "maps/e4m7.bsp") + { + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 2); + WriteByte (MSG_ALL, 3); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person."); + return; + } + + GotoNextMap(); + } + + if (intermission_running == 3) + { + if (!cvar("registered")) + { // shareware episode has been completed, go to sell screen + WriteByte (MSG_ALL, SVC_SELLSCREEN); + return; + } + + if ( (serverflags&15) == 15) + { + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born."); + return; + } + + } + + GotoNextMap(); +}; + +/* +============ +IntermissionThink + +When the player presses attack or jump, change to the next level +============ +*/ +void() IntermissionThink = +{ + if (time < intermission_exittime) + return; + + if (!self.button0 && !self.button1 && !self.button2) + return; + + ExitIntermission (); +}; + +void() execute_changelevel = +{ + local entity pos; + + intermission_running = 1; + +// enforce a wait time before allowing changelevel + if (deathmatch) + intermission_exittime = time + 5; + else + intermission_exittime = time + 2; + + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 3); + WriteByte (MSG_ALL, 3); + + pos = FindIntermission (); + + other = find (world, classname, "player"); + while (other != world) + { + other.view_ofs = '0 0 0'; + other.angles = other.v_angle = pos.mangle; + other.fixangle = TRUE; // turn this way immediately + other.nextthink = time + 0.5; + other.takedamage = DAMAGE_NO; + other.solid = SOLID_NOT; + other.movetype = MOVETYPE_NONE; + other.modelindex = 0; + setorigin (other, pos.origin); + other = find (other, classname, "player"); + } + + WriteByte (MSG_ALL, SVC_INTERMISSION); +}; + + +void() changelevel_touch = +{ + local entity pos; + + if (other.classname != "player") + return; + + if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start"))) + { + T_Damage (other, self, self, 50000); + return; + } + + if (coop || deathmatch) + { + bprint (other.netname); + bprint (" exited the level\n"); + } + + nextmap = self.map; + + SUB_UseTargets (); + + if ( (self.spawnflags & 1) && (deathmatch == 0) ) + { // NO_INTERMISSION + GotoNextMap(); + return; + } + + self.touch = SUB_Null; + +// we can't move people right now, because touch functions are called +// in the middle of C movement code, so set a think time to do it + self.think = execute_changelevel; + self.nextthink = time + 0.1; +}; + +/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION +When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. +*/ +void() trigger_changelevel = +{ + if (!self.map) + objerror ("chagnelevel trigger doesn't have map"); + + InitTrigger (); + self.touch = changelevel_touch; +}; + + +/* +============================================================================= + + PLAYER GAME EDGE FUNCTIONS + +============================================================================= +*/ + +void() set_suicide_frame; + +// called by ClientKill and DeadThink +void() respawn = +{ + if (coop) + { + // make a copy of the dead body for appearances sake + CopyToBodyQue (self); + // get the spawn parms as they were at level start + setspawnparms (self); + // respawn + PutClientInServer (); + } + else if (deathmatch) + { + // make a copy of the dead body for appearances sake + CopyToBodyQue (self); + // set default spawn parms + SetNewParms (); + // respawn + PutClientInServer (); + } + else + { // restart the entire server + localcmd ("restart\n"); + } +}; + + +/* +============ +ClientKill + +Player entered the suicide command +============ +*/ +void() ClientKill = +{ + bprint (self.netname); + bprint (" suicides\n"); + set_suicide_frame (); + self.modelindex = modelindex_player; + self.frags = self.frags - 2; // extra penalty + respawn (); +}; + +float(vector v) CheckSpawnPoint = +{ + return FALSE; +}; + +/* +============ +SelectSpawnPoint + +Returns the entity to spawn at +============ +*/ +entity() SelectSpawnPoint = +{ + local entity spot; + local entity thing; + local float pcount; + +// testinfo_player_start is only found in regioned levels + spot = find (world, classname, "testplayerstart"); + if (spot) + return spot; + +// choose a info_player_deathmatch point + if (coop) + { + lastspawn = find(lastspawn, classname, "info_player_coop"); + if (lastspawn == world) + lastspawn = find (lastspawn, classname, "info_player_start"); + if (lastspawn != world) + return lastspawn; + } + else if (deathmatch) + { + spot = lastspawn; + while (1) + { + spot = find(spot, classname, "info_player_deathmatch"); + if (spot != world) + { + if (spot == lastspawn) + return lastspawn; + pcount = 0; + thing = findradius(spot.origin, 32); + while(thing) + { + if (thing.classname == "player") + pcount = pcount + 1; + thing = thing.chain; + } + if (pcount == 0) + { + lastspawn = spot; + return spot; + } + } + } + } + + if (serverflags) + { // return with a rune to start + spot = find (world, classname, "info_player_start2"); + if (spot) + return spot; + } + + spot = find (world, classname, "info_player_start"); + if (!spot) + error ("PutClientInServer: no info_player_start on level"); + + return spot; +}; + +/* +=========== +PutClientInServer + +called each time a player is spawned +============ +*/ +void() DecodeLevelParms; +void() PlayerDie; + + +void() PutClientInServer = +{ + local entity spot; + + spot = SelectSpawnPoint (); + + self.classname = "player"; + self.health = 100; + self.takedamage = DAMAGE_AIM; + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_WALK; + self.show_hostile = 0; + self.max_health = 100; + self.flags = FL_CLIENT; + self.air_finished = time + 12; + self.dmg = 2; // initial water damage + self.super_damage_finished = 0; + self.radsuit_finished = 0; + self.invisible_finished = 0; + self.invincible_finished = 0; + self.effects = 0; + self.invincible_time = 0; + + DecodeLevelParms (); + + W_SetCurrentAmmo (); + + self.attack_finished = time; + self.th_pain = player_pain; + self.th_die = PlayerDie; + + self.deadflag = DEAD_NO; +// paustime is set by teleporters to keep the player from moving a while + self.pausetime = 0; + +// spot = SelectSpawnPoint (); + + self.origin = spot.origin + '0 0 1'; + self.angles = spot.angles; + self.fixangle = TRUE; // turn this way immediately + +// oh, this is a hack! + setmodel (self, "progs/eyes.mdl"); + modelindex_eyes = self.modelindex; + + setmodel (self, "progs/player.mdl"); + modelindex_player = self.modelindex; + + setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); + + self.view_ofs = '0 0 22'; + + player_stand1 (); + + if (deathmatch || coop) + { + makevectors(self.angles); + spawn_tfog (self.origin + v_forward*20); + } + + spawn_tdeath (self.origin, self); +}; + + +/* +============================================================================= + + QUAKED FUNCTIONS + +============================================================================= +*/ + + +/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) +The normal starting point for a level. +*/ +void() info_player_start = +{ +}; + + +/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24) +Only used on start map for the return point from an episode. +*/ +void() info_player_start2 = +{ +}; + + +/* +saved out by quaked in region mode +*/ +void() testplayerstart = +{ +}; + +/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) +potential spawning position for deathmatch games +*/ +void() info_player_deathmatch = +{ +}; + +/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) +potential spawning position for coop games +*/ +void() info_player_coop = +{ +}; + +/* +=============================================================================== + +RULES + +=============================================================================== +*/ + +/* +go to the next level for deathmatch +only called if a time or frag limit has expired +*/ +void() NextLevel = +{ + local entity o; + + if (mapname == "start") + { + if (!cvar("registered")) + { + mapname = "e1m1"; + } + else if (!(serverflags & 1)) + { + mapname = "e1m1"; + serverflags = serverflags | 1; + } + else if (!(serverflags & 2)) + { + mapname = "e2m1"; + serverflags = serverflags | 2; + } + else if (!(serverflags & 4)) + { + mapname = "e3m1"; + serverflags = serverflags | 4; + } + else if (!(serverflags & 8)) + { + mapname = "e4m1"; + serverflags = serverflags - 7; + } + + o = spawn(); + o.map = mapname; + } + else + { + // find a trigger changelevel + o = find(world, classname, "trigger_changelevel"); + + // go back to start if no trigger_changelevel + if (!o) + { + mapname = "start"; + o = spawn(); + o.map = mapname; + } + } + + nextmap = o.map; + gameover = TRUE; + + if (o.nextthink < time) + { + o.think = execute_changelevel; + o.nextthink = time + 0.1; + } +}; + +/* +============ +CheckRules + +Exit deathmatch games upon conditions +============ +*/ +void() CheckRules = +{ + local float timelimit; + local float fraglimit; + + if (gameover) // someone else quit the game already + return; + + timelimit = cvar("timelimit") * 60; + fraglimit = cvar("fraglimit"); + + if (timelimit && time >= timelimit) + { + NextLevel (); + return; + } + + if (fraglimit && self.frags >= fraglimit) + { + NextLevel (); + return; + } +}; + +//============================================================================ + +void() PlayerDeathThink = +{ + local entity old_self; + local float forward; + + if ((self.flags & FL_ONGROUND)) + { + forward = vlen (self.velocity); + forward = forward - 20; + if (forward <= 0) + self.velocity = '0 0 0'; + else + self.velocity = forward * normalize(self.velocity); + } + +// wait for all buttons released + if (self.deadflag == DEAD_DEAD) + { + if (self.button2 || self.button1 || self.button0) + return; + self.deadflag = DEAD_RESPAWNABLE; + return; + } + +// wait for any button down + if (!self.button2 && !self.button1 && !self.button0) + return; + + self.button0 = 0; + self.button1 = 0; + self.button2 = 0; + respawn(); +}; + + +void() PlayerJump = +{ + local vector start, end; + + if (self.flags & FL_WATERJUMP) + return; + + if (self.waterlevel >= 2) + { + if (self.watertype == CONTENT_WATER) + self.velocity_z = 100; + else if (self.watertype == CONTENT_SLIME) + self.velocity_z = 80; + else + self.velocity_z = 50; + +// play swiming sound + if (self.swim_flag < time) + { + self.swim_flag = time + 1; + if (random() < 0.5) + sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM); + } + + return; + } + + if (!(self.flags & FL_ONGROUND)) + return; + + if ( !(self.flags & FL_JUMPRELEASED) ) + return; // don't pogo stick + + self.flags = self.flags - (self.flags & FL_JUMPRELEASED); + + self.flags = self.flags - FL_ONGROUND; // don't stairwalk + + self.button2 = 0; +// player jumping sound + sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); + self.velocity_z = self.velocity_z + 270; +}; + + +/* +=========== +WaterMove + +============ +*/ +.float dmgtime; + +void() WaterMove = +{ +//dprint (ftos(self.waterlevel)); + if (self.movetype == MOVETYPE_NOCLIP) + return; + if (self.health < 0) + return; + + if (self.waterlevel != 3) + { + if (self.air_finished < time) + sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM); + else if (self.air_finished < time + 9) + sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM); + self.air_finished = time + 12; + self.dmg = 2; + } + else if (self.air_finished < time) + { // drown! + if (self.pain_finished < time) + { + self.dmg = self.dmg + 2; + if (self.dmg > 15) + self.dmg = 10; + T_Damage (self, world, world, self.dmg); + self.pain_finished = time + 1; + } + } + + if (!self.waterlevel) + { + if (self.flags & FL_INWATER) + { + // play leave water sound + sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM); + self.flags = self.flags - FL_INWATER; + } + return; + } + + if (self.watertype == CONTENT_LAVA) + { // do damage + if (self.dmgtime < time) + { + if (self.radsuit_finished > time) + self.dmgtime = time + 1; + else + self.dmgtime = time + 0.2; + + T_Damage (self, world, world, 10*self.waterlevel); + } + } + else if (self.watertype == CONTENT_SLIME) + { // do damage + if (self.dmgtime < time && self.radsuit_finished < time) + { + self.dmgtime = time + 1; + T_Damage (self, world, world, 4*self.waterlevel); + } + } + + if ( !(self.flags & FL_INWATER) ) + { + +// player enter water sound + + if (self.watertype == CONTENT_LAVA) + sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM); + if (self.watertype == CONTENT_WATER) + sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM); + if (self.watertype == CONTENT_SLIME) + sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM); + + self.flags = self.flags + FL_INWATER; + self.dmgtime = 0; + } + + if (! (self.flags & FL_WATERJUMP) ) + self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity; +}; + +void() CheckWaterJump = +{ + local vector start, end; + +// check for a jump-out-of-water + makevectors (self.angles); + start = self.origin; + start_z = start_z + 8; + v_forward_z = 0; + normalize(v_forward); + end = start + v_forward*24; + traceline (start, end, TRUE, self); + if (trace_fraction < 1) + { // solid at waist + start_z = start_z + self.maxs_z - 8; + end = start + v_forward*24; + self.movedir = trace_plane_normal * -50; + traceline (start, end, TRUE, self); + if (trace_fraction == 1) + { // open at eye level + self.flags = self.flags | FL_WATERJUMP; + self.velocity_z = 225; + self.flags = self.flags - (self.flags & FL_JUMPRELEASED); + self.teleport_time = time + 2; // safety net + return; + } + } +}; + + +/* +================ +PlayerPreThink + +Called every frame before physics are run +================ +*/ +void() PlayerPreThink = +{ + local float mspeed, aspeed; + local float r; + + if (intermission_running) + { + IntermissionThink (); // otherwise a button could be missed between + return; // the think tics + } + + if (self.view_ofs == '0 0 0') + return; // intermission or finale + + makevectors (self.v_angle); // is this still used + + CheckRules (); + WaterMove (); + + if (self.waterlevel == 2) + CheckWaterJump (); + + if (self.deadflag >= DEAD_DEAD) + { + PlayerDeathThink (); + return; + } + + if (self.deadflag == DEAD_DYING) + return; // dying, so do nothing + + if (self.button2) + { + PlayerJump (); + } + else + self.flags = self.flags | FL_JUMPRELEASED; + +// teleporters can force a non-moving pause time + if (time < self.pausetime) + self.velocity = '0 0 0'; + + if(time > self.attack_finished && self.currentammo == 0 && self.g_weapon != IT_AXE) + { + self.g_weapon = W_BestWeapon (); + W_SetCurrentAmmo (); + } +}; + +/* +================ +CheckPowerups + +Check for turning off powerups +================ +*/ +void() CheckPowerups = +{ + if (self.health <= 0) + return; + +// invisibility + if (self.invisible_finished) + { +// sound and screen flash when.g_items starts to run out + if (self.invisible_sound < time) + { + sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE); + self.invisible_sound = time + ((random() * 3) + 1); + } + + + if (self.invisible_finished < time + 3) + { + if (self.invisible_time == 1) + { + sprint (self, "Ring of Shadows magic is fading\n"); + stuffcmd (self, "bf\n"); + sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM); + self.invisible_time = time + 1; + } + + if (self.invisible_time < time) + { + self.invisible_time = time + 1; + stuffcmd (self, "bf\n"); + } + } + + if (self.invisible_finished < time) + { // just stopped + self.g_items = self.g_items - IT_INVISIBILITY; + self.invisible_finished = 0; + self.invisible_time = 0; + } + + // use the eyes + self.frame = 0; + self.modelindex = modelindex_eyes; + } + else + self.modelindex = modelindex_player; // don't use eyes + +// invincibility + if (self.invincible_finished) + { +// sound and screen flash when.g_items starts to run out + if (self.invincible_finished < time + 3) + { + if (self.invincible_time == 1) + { + sprint (self, "Protection is almost burned out\n"); + stuffcmd (self, "bf\n"); + sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM); + self.invincible_time = time + 1; + } + + if (self.invincible_time < time) + { + self.invincible_time = time + 1; + stuffcmd (self, "bf\n"); + } + } + + if (self.invincible_finished < time) + { // just stopped + self.g_items = self.g_items - IT_INVULNERABILITY; + self.invincible_time = 0; + self.invincible_finished = 0; + } + if (self.invincible_finished > time) + self.effects = self.effects | EF_DIMLIGHT; + else + self.effects = self.effects - (self.effects & EF_DIMLIGHT); + } + +// super damage + if (self.super_damage_finished) + { + +// sound and screen flash when.g_items starts to run out + + if (self.super_damage_finished < time + 3) + { + if (self.super_time == 1) + { + sprint (self, "Quad Damage is wearing off\n"); + stuffcmd (self, "bf\n"); + sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM); + self.super_time = time + 1; + } + + if (self.super_time < time) + { + self.super_time = time + 1; + stuffcmd (self, "bf\n"); + } + } + + if (self.super_damage_finished < time) + { // just stopped + self.g_items = self.g_items - IT_QUAD; + self.super_damage_finished = 0; + self.super_time = 0; + } + if (self.super_damage_finished > time) + self.effects = self.effects | EF_DIMLIGHT; + else + self.effects = self.effects - (self.effects & EF_DIMLIGHT); + } + +// suit + if (self.radsuit_finished) + { + self.air_finished = time + 12; // don't drown + +// sound and screen flash when.g_items starts to run out + if (self.radsuit_finished < time + 3) + { + if (self.rad_time == 1) + { + sprint (self, "Air supply in Biosuit expiring\n"); + stuffcmd (self, "bf\n"); + sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); + self.rad_time = time + 1; + } + + if (self.rad_time < time) + { + self.rad_time = time + 1; + stuffcmd (self, "bf\n"); + } + } + + if (self.radsuit_finished < time) + { // just stopped + self.g_items = self.g_items - IT_SUIT; + self.rad_time = 0; + self.radsuit_finished = 0; + } + } + +}; + + +/* +================ +PlayerPostThink + +Called every frame after physics are run +================ +*/ +void() PlayerPostThink = +{ + local float mspeed, aspeed; + local float r; + + if (self.view_ofs == '0 0 0') + return; // intermission or finale + if (self.deadflag) + return; + +// do weapon stuff + + W_WeaponFrame (); + +// check to see if player landed and play landing sound + if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0)) + { + if (self.watertype == CONTENT_WATER) + sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); + else if (self.jump_flag < -650) + { + T_Damage (self, world, world, 5); + sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); + self.deathtype = "falling"; + } + else + sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); + + self.jump_flag = 0; + } + + if (!(self.flags & FL_ONGROUND)) + self.jump_flag = self.velocity_z; + + CheckPowerups (); +}; + + +/* +=========== +ClientConnect + +called when a player connects to a server +============ +*/ +void() ClientConnect = +{ + bprint (self.netname); + bprint (" entered the game\n"); + +// a client connecting during an intermission can cause problems + if (intermission_running) + ExitIntermission (); +}; + + +/* +=========== +ClientDisconnect + +called when a player disconnects from a server +============ +*/ +void() ClientDisconnect = +{ + if (gameover) + return; + // if the level end trigger has been activated, just return + // since they aren't *really* leaving + + // let everyone else know + bprint (self.netname); + bprint (" left the game with "); + bprint (ftos(self.frags)); + bprint (" frags\n"); + sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); + set_suicide_frame (); +}; + +/* +=========== +ClientObituary + +called when a player dies +============ +*/ +void(entity targ, entity attacker) ClientObituary = +{ + local float rnum; + local string deathstring, deathstring2; + rnum = random(); + + if (targ.classname == "player") + { + if (attacker.classname == "teledeath") + { + bprint (targ.netname); + bprint (" was telefragged by "); + bprint (attacker.owner.netname); + bprint ("\n"); + + attacker.owner.frags = attacker.owner.frags + 1; + return; + } + + if (attacker.classname == "teledeath2") + { + bprint ("Satan's power deflects "); + bprint (targ.netname); + bprint ("'s telefrag\n"); + + targ.frags = targ.frags - 1; + return; + } + + if (attacker.classname == "player") + { + if (targ == attacker) + { + // killed self + attacker.frags = attacker.frags - 1; + bprint (targ.netname); + + if (targ.g_weapon == 64 && targ.waterlevel > 1) + { + bprint (" discharges into the water.\n"); + return; + } + if (targ.g_weapon == IT_GRENADE_LAUNCHER) + bprint (" tries to put the pin back in\n"); + else + bprint (" becomes bored with life\n"); + return; + } + else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) ) + { + if (rnum < 0.25) + deathstring = " mows down a teammate\n"; + else if (rnum < 0.50) + deathstring = " checks his glasses\n"; + else if (rnum < 0.75) + deathstring = " gets a frag for the other team\n"; + else + deathstring = " loses another friend\n"; + bprint (attacker.netname); + bprint (deathstring); + attacker.frags = attacker.frags - 1; + return; + } + else + { + attacker.frags = attacker.frags + 1; + + rnum = attacker.g_weapon; + if (rnum == IT_AXE) + { + deathstring = " was ax-murdered by "; + deathstring2 = "\n"; + } + if (rnum == IT_SHOTGUN) + { + deathstring = " chewed on "; + deathstring2 = "'s boomstick\n"; + } + if (rnum == IT_SUPER_SHOTGUN) + { + deathstring = " ate 2 loads of "; + deathstring2 = "'s buckshot\n"; + } + if (rnum == IT_NAILGUN) + { + deathstring = " was nailed by "; + deathstring2 = "\n"; + } + if (rnum == IT_SUPER_NAILGUN) + { + deathstring = " was punctured by "; + deathstring2 = "\n"; + } + if (rnum == IT_GRENADE_LAUNCHER) + { + deathstring = " eats "; + deathstring2 = "'s pineapple\n"; + if (targ.health < -40) + { + deathstring = " was gibbed by "; + deathstring2 = "'s grenade\n"; + } + } + if (rnum == IT_ROCKET_LAUNCHER) + { + deathstring = " rides "; + deathstring2 = "'s rocket\n"; + if (targ.health < -40) + { + deathstring = " was gibbed by "; + deathstring2 = "'s rocket\n" ; + } + } + if (rnum == IT_LIGHTNING) + { + deathstring = " accepts "; + if (attacker.waterlevel > 1) + deathstring2 = "'s discharge\n"; + else + deathstring2 = "'s shaft\n"; + } + bprint (targ.netname); + bprint (deathstring); + bprint (attacker.netname); + bprint (deathstring2); + } + return; + } + else + { + targ.frags = targ.frags - 1; + bprint (targ.netname); + + // killed by a montser? + if (attacker.flags & FL_MONSTER) + { + if (attacker.classname == "monster_army") + bprint (" was shot by a Grunt\n"); + if (attacker.classname == "monster_demon1") + bprint (" was eviscerated by a Fiend\n"); + if (attacker.classname == "monster_dog") + bprint (" was mauled by a Rottweiler\n"); + if (attacker.classname == "monster_dragon") + bprint (" was fried by a Dragon\n"); + if (attacker.classname == "monster_enforcer") + bprint (" was blasted by an Enforcer\n"); + if (attacker.classname == "monster_fish") + bprint (" was fed to the Rotfish\n"); + if (attacker.classname == "monster_hell_knight") + bprint (" was slain by a Death Knight\n"); + if (attacker.classname == "monster_knight") + bprint (" was slashed by a Knight\n"); + if (attacker.classname == "monster_ogre") + bprint (" was destroyed by an Ogre\n"); + if (attacker.classname == "monster_oldone") + bprint (" became one with Shub-Niggurath\n"); + if (attacker.classname == "monster_shalrath") + bprint (" was exploded by a Vore\n"); + if (attacker.classname == "monster_shambler") + bprint (" was smashed by a Shambler\n"); + if (attacker.classname == "monster_tarbaby") + bprint (" was slimed by a Spawn\n"); + if (attacker.classname == "monster_vomit") + bprint (" was vomited on by a Vomitus\n"); + if (attacker.classname == "monster_wizard") + bprint (" was scragged by a Scrag\n"); + if (attacker.classname == "monster_zombie") + bprint (" joins the Zombies\n"); + + return; + } + + // tricks and traps + if (attacker.classname == "explo_box") + { + bprint (" blew up\n"); + return; + } + if (attacker.solid == SOLID_BSP && attacker != world) + { + bprint (" was squished\n"); + return; + } + if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter") + { + bprint (" was spiked\n"); + return; + } + if (attacker.classname == "fireball") + { + bprint (" ate a lavaball\n"); + return; + } + if (attacker.classname == "trigger_changelevel") + { + bprint (" tried to leave\n"); + return; + } + + // in-water deaths + rnum = targ.watertype; + if (rnum == -3) + { + if (random() < 0.5) + bprint (" sleeps with the fishes\n"); + else + bprint (" sucks it down\n"); + return; + } + else if (rnum == -4) + { + if (random() < 0.5) + bprint (" gulped a load of slime\n"); + else + bprint (" can't exist on slime alone\n"); + return; + } + else if (rnum == -5) + { + if (targ.health < -15) + { + bprint (" burst into flames\n"); + return; + } + if (random() < 0.5) + bprint (" turned into hot slag\n"); + else + bprint (" visits the Volcano God\n"); + return; + } + + // fell to their death? + if (targ.deathtype == "falling") + { + targ.deathtype = ""; + bprint (" fell to his death\n"); + return; + } + + // hell if I know; he's just dead!!! + bprint (" died\n"); + } + } +}; diff --git a/combat.qc b/combat.qc new file mode 100644 index 0000000..3c016e9 --- /dev/null +++ b/combat.qc @@ -0,0 +1,285 @@ + +void() T_MissileTouch; +void() info_player_start; +void(entity targ, entity attacker) ClientObituary; + +void() monster_death_use; + +//============================================================================ + +/* +============ +CanDamage + +Returns true if the inflictor can directly damage the target. Used for +explosions and melee attacks. +============ +*/ +float(entity targ, entity inflictor) CanDamage = +{ +// bmodels need special checking because their origin is 0,0,0 + if (targ.movetype == MOVETYPE_PUSH) + { + traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self); + if (trace_fraction == 1) + return TRUE; + if (trace_ent == targ) + return TRUE; + return FALSE; + } + + traceline(inflictor.origin, targ.origin, TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self); + if (trace_fraction == 1) + return TRUE; + + return FALSE; +}; + + +/* +============ +Killed +============ +*/ +void(entity targ, entity attacker) Killed = +{ + local entity oself; + + oself = self; + self = targ; + + if (self.health < -99) + self.health = -99; // don't let sbar look bad if a player + + if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE) + { // doors, triggers, etc + self.th_die (); + self = oself; + return; + } + + self.enemy = attacker; + +// bump the monster counter + if (self.flags & FL_MONSTER) + { + killed_monsters = killed_monsters + 1; + WriteByte (MSG_ALL, SVC_KILLEDMONSTER); + } + + ClientObituary(self, attacker); + + self.takedamage = DAMAGE_NO; + self.touch = SUB_Null; + + monster_death_use(); + self.th_die (); + + self = oself; +}; + + +/* +============ +T_Damage + +The damage is coming from inflictor, but get mad at attacker +This should be the only function that ever reduces health. +============ +*/ +void(entity targ, entity inflictor, entity attacker, float damage) T_Damage= +{ + local vector dir; + local entity oldself; + local float save; + local float take; + + if (!targ.takedamage) + return; + +// used by buttons and triggers to set activator for target firing + damage_attacker = attacker; + +// check for quad damage powerup on the attacker + if (attacker.super_damage_finished > time) + damage = damage * 4; + +// save damage based on the target's armor level + + save = ceil(targ.armortype*damage); + if (save >= targ.armorvalue) + { + save = targ.armorvalue; + targ.armortype = 0; // lost all armor + targ.g_items = targ.g_items - (targ.g_items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)); + } + + targ.armorvalue = targ.armorvalue - save; + take = ceil(damage-save); + +// add to the damage total for clients, which will be sent as a single +// message at the end of the frame +// FIXME: remove after combining shotgun blasts? + if (targ.flags & FL_CLIENT) + { + targ.dmg_take = targ.dmg_take + take; + targ.dmg_save = targ.dmg_save + save; + targ.dmg_inflictor = inflictor; + } + +// figure momentum add + if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) ) + { + dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5; + dir = normalize(dir); + targ.velocity = targ.velocity + dir*damage*8; + } + +// check for godmode or invincibility + if (targ.flags & FL_GODMODE) + return; + if (targ.invincible_finished >= time) + { + if (self.invincible_sound < time) + { + sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM); + self.invincible_sound = time + 2; + } + return; + } + +// team play damage avoidance + if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) ) + return; + +// do the damage + targ.health = targ.health - take; + + if (targ.health <= 0) + { + Killed (targ, attacker); + return; + } + +// react to the damage + oldself = self; + self = targ; + + if ( (self.flags & FL_MONSTER) && attacker != world) + { + // get mad unless of the same class (except for soldiers) + if (self != attacker && attacker != self.enemy) + { + if ( (self.classname != attacker.classname) + || (self.classname == "monster_army" ) ) + { + if (self.enemy.classname == "player") + self.oldenemy = self.enemy; + self.enemy = attacker; + FoundTarget (); + } + } + } + + if (self.th_pain) + { + self.th_pain (attacker, take); + // nightmare mode monsters don't go into pain frames often + if (skill == 3) + self.pain_finished = time + 5; + } + + self = oldself; +}; + +/* +============ +T_RadiusDamage +============ +*/ +void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage = +{ + local float points; + local entity head; + local vector org; + + head = findradius(inflictor.origin, damage+40); + + while (head) + { + if (head != ignore) + { + if (head.takedamage) + { + org = head.origin + (head.mins + head.maxs)*0.5; + points = 0.5*vlen (inflictor.origin - org); + if (points < 0) + points = 0; + points = damage - points; + if (head == attacker) + points = points * 0.5; + if (points > 0) + { + if (CanDamage (head, inflictor)) + { // shambler takes half damage from all explosions + if (head.classname == "monster_shambler") + T_Damage (head, inflictor, attacker, points*0.5); + else + T_Damage (head, inflictor, attacker, points); + } + } + } + } + head = head.chain; + } +}; + +/* +============ +T_BeamDamage +============ +*/ +void(entity attacker, float damage) T_BeamDamage = +{ + local float points; + local entity head; + + head = findradius(attacker.origin, damage+40); + + while (head) + { + if (head.takedamage) + { + points = 0.5*vlen (attacker.origin - head.origin); + if (points < 0) + points = 0; + points = damage - points; + if (head == attacker) + points = points * 0.5; + if (points > 0) + { + if (CanDamage (head, attacker)) + { + if (head.classname == "monster_shambler") + T_Damage (head, attacker, attacker, points*0.5); + else + T_Damage (head, attacker, attacker, points); + } + } + } + head = head.chain; + } +}; + diff --git a/defs.i b/defs.i new file mode 100644 index 0000000..433db12 --- /dev/null +++ b/defs.i @@ -0,0 +1,383 @@ +entity self; +entity other; +entity world; +float time = 0; +float frametime = 0; +float force_retouch = 0; +string mapname = ""; +string startspot = ""; +float deathmatch = 0; +float coop = 0; +float teamplay = 0; +float serverflags = 0; +float total_secrets = 0; +float total_monsters = 0; +float found_secrets = 0; +float killed_monsters = 0; +float parm1 = 0; +float parm2 = 0; +float parm3 = 0; +float parm4 = 0; +float parm5 = 0; +float parm6 = 0; +float parm7 = 0; +float parm8 = 0; +float parm9 = 0; +float parm10 = 0; +float parm11 = 0; +float parm12 = 0; +float parm13 = 0; +float parm14 = 0; +float parm15 = 0; +float parm16 = 0; +vector v_forward = '0 0 0'; +vector v_up = '0 0 0'; +vector v_right = '0 0 0'; +float trace_allsolid = 0; +float trace_startsolid = 0; +float trace_fraction = 0; +vector trace_endpos = '0 0 0'; +vector trace_plane_normal = '0 0 0'; +float trace_plane_dist = 0; +entity trace_ent; +float trace_inopen = 0; +float trace_inwater = 0; +entity msg_entity; +void () main; +void () StartFrame; +void () PlayerPreThink; +void () PlayerPostThink; +void () ClientKill; +void () ClientConnect; +void () PutClientInServer; +void () ClientDisconnect; +void () SetNewParms; +void () SetChangeParms; +void end_sys_globals; +.float modelindex; +.vector absmin; +.vector absmax; +.float ltime; +.float movetype; +.float solid; +.vector origin; +.vector oldorigin; +.vector velocity; +.vector angles; +.vector avelocity; +.vector basevelocity; +.vector punchangle; +.string classname; +.string model; +.float skin; +.float body; +.float effects; +.float gravity; +.float friction; +.float light_level; +.entity sequence; +.float animtime; +.float frame; +.float framerate; +.entity controller; +.entity blending; +.vector mins; +.vector maxs; +.vector size; +.void() touch; +.void() use; +.void() think; +.void() blocked; +.float nextthink; +.entity groundentity; +.float rendermode; +.float renderamt; +.vector rendercolor; +.float renderfx; +.float health; +.float frags; +.entity weapon; +.entity weapons; +.string weaponmodel; +.float weaponframe; +.float currentammo; +.entity ammo_1; +.entity ammo_2; +.entity ammo_3; +.entity ammo_4; +.entity items; +.entity items2; +.float takedamage; +.entity chain; +.float deadflag; +.vector view_ofs; +.entity button; +.float impulse; +.float fixangle; +.vector v_angle; +.float idealpitch; +.float pitch_speed; +.string netname; +.entity enemy; +.float flags; +.float colormap; +.float team; +.float max_health; +.float teleport_time; +.float armortype; +.float armorvalue; +.float waterlevel; +.float watertype; +.float ideal_yaw; +.float yaw_speed; +.entity aiment; +.entity goalentity; +.float spawnflags; +.string target; +.string targetname; +.float dmg_take; +.float dmg_save; +.entity dmg_inflictor; +.entity owner; +.vector movedir; +.string message; +.float sounds; +.string noise; +.string noise1; +.string noise2; +.string noise3; +.float speed; +.float dmg; +.float dmgtime; +.float air_finished; +.float pain_finished; +.float radsuit_finished; +.float pContainingEntity; +.float pSystemGlobals; +void end_sys_fields; +float FALSE = 0; +float TRUE = 1; +float FL_FLY = 1; +float FL_SWIM = 2; +float FL_CLIENT = 8; +float FL_INWATER = 16; +float FL_MONSTER = 32; +float FL_GODMODE = 64; +float FL_NOTARGET = 128; +float FL_ITEM = 256; +float FL_ONGROUND = 512; +float FL_PARTIALGROUND = 1024; +float FL_WATERJUMP = 2048; +float FL_JUMPRELEASED = 4096; +float MOVETYPE_NONE = 0; +float MOVETYPE_WALK = 3; +float MOVETYPE_STEP = 4; +float MOVETYPE_FLY = 5; +float MOVETYPE_TOSS = 6; +float MOVETYPE_PUSH = 7; +float MOVETYPE_NOCLIP = 8; +float MOVETYPE_FLYMISSILE = 9; +float MOVETYPE_BOUNCE = 10; +float MOVETYPE_BOUNCEMISSILE = 11; +float SOLID_NOT = 0; +float SOLID_TRIGGER = 1; +float SOLID_BBOX = 2; +float SOLID_SLIDEBOX = 3; +float SOLID_BSP = 4; +float RANGE_MELEE = 0; +float RANGE_NEAR = 1; +float RANGE_MID = 2; +float RANGE_FAR = 3; +float DEAD_NO = 0; +float DEAD_DYING = 1; +float DEAD_DEAD = 2; +float DEAD_RESPAWNABLE = 3; +float DAMAGE_NO = 0; +float DAMAGE_YES = 1; +float DAMAGE_AIM = 2; +float IT_SHOTGUN = 1; +float IT_SUPER_SHOTGUN = 2; +float IT_NAILGUN = 4; +float IT_SUPER_NAILGUN = 8; +float IT_GRENADE_LAUNCHER = 16; +float IT_ROCKET_LAUNCHER = 32; +float IT_LIGHTNING = 64; +float IT_EXTRA_WEAPON = 128; +float IT_SHELLS = 256; +float IT_NAILS = 512; +float IT_ROCKETS = 1024; +float IT_CELLS = 2048; +float IT_AXE = 4096; +float IT_ARMOR1 = 8192; +float IT_ARMOR2 = 16384; +float IT_ARMOR3 = 32768; +float IT_SUPERHEALTH = 65536; +float IT_KEY1 = 131072; +float IT_KEY2 = 262144; +float IT_INVISIBILITY = 524288; +float IT_INVULNERABILITY = 1048576; +float IT_SUIT = 2097152; +float IT_QUAD = 4194304; +float CONTENT_EMPTY = -1; +float CONTENT_SOLID = -2; +float CONTENT_WATER = -3; +float CONTENT_SLIME = -4; +float CONTENT_LAVA = -5; +float CONTENT_SKY = -6; +float STATE_TOP = 0; +float STATE_BOTTOM = 1; +float STATE_UP = 2; +float STATE_DOWN = 3; +vector VEC_ORIGIN = '0 0 0'; +vector VEC_HULL_MIN = '-16 -16 -24'; +vector VEC_HULL_MAX = '16 16 32'; +vector VEC_HULL2_MIN = '-32 -32 -24'; +vector VEC_HULL2_MAX = '32 32 64'; +float SVC_TEMPENTITY = 23; +float SVC_KILLEDMONSTER = 27; +float SVC_FOUNDSECRET = 28; +float SVC_INTERMISSION = 30; +float SVC_FINALE = 31; +float SVC_CDTRACK = 32; +float SVC_SELLSCREEN = 33; +float TE_SPIKE = 0; +float TE_SUPERSPIKE = 1; +float TE_GUNSHOT = 2; +float TE_EXPLOSION = 3; +float TE_TAREXPLOSION = 4; +float TE_LIGHTNING1 = 5; +float TE_LIGHTNING2 = 6; +float TE_WIZSPIKE = 7; +float TE_KNIGHTSPIKE = 8; +float TE_LIGHTNING3 = 9; +float TE_LAVASPLASH = 10; +float TE_TELEPORT = 11; +float TE_LARGEFUNNEL = 100; +float CHAN_AUTO = 0; +float CHAN_WEAPON = 1; +float CHAN_VOICE = 2; +float CHAN_ITEM = 3; +float CHAN_BODY = 4; +float ATTN_NONE = 0; +float ATTN_NORM = 1; +float ATTN_IDLE = 2; +float ATTN_STATIC = 3; +float UPDATE_GENERAL = 0; +float UPDATE_STATIC = 1; +float UPDATE_BINARY = 2; +float UPDATE_TEMP = 3; +float EF_BRIGHTFIELD = 1; +float EF_MUZZLEFLASH = 2; +float EF_BRIGHTLIGHT = 4; +float EF_DIMLIGHT = 8; +float MSG_BROADCAST = 0; +float MSG_ONE = 1; +float MSG_ALL = 2; +float MSG_INIT = 3; +float MAX_DEBRIS = 40; +float NUM_DEBRIS = 0; +float LIGHT_START_OFF = 1; +float SPAWNFLAG_NOMESSAGE = 1; +float SPAWNFLAG_NOTOUCH = 1; +float SPAWNFLAG_DROIDONLY = 4; +float SPAWNFLAG_USEONLY = 1; +float TELE_PLAYER_ONLY = 1; +float TELE_SILENT = 2; +float TRIG_PUSH_ONCE = 1; +float DOOR_START_OPEN = 1; +float DOOR_DONT_LINK = 4; +float DOOR_GOLD_KEY = 8; +float DOOR_SILVER_KEY = 16; +float DOOR_TOGGLE = 32; +float SECRET_OPEN_ONCE = 1; +float SECRET_1ST_LEFT = 2; +float SECRET_1ST_DOWN = 4; +float SECRET_NO_SHOOT = 8; +float SECRET_YES_SHOOT = 16; +float PLAT_LOW_TRIGGER = 1; +float SF_WAIT_RETRIGGER = 1; +float GROUP_NO_RANK = 0; +float GROUP_FOLLOWER = 1; +float GROUP_LEADER = 2; +float FLOCK_TURN_RATE = 48; +float FLOCK_CHECK_DIST = 128; +float FLOCK_SPEED = 100; +float FLOCK_ACCELERATE = 4; +float FLOCK_TOOCLOSE = 64; +float FLOCK_TOOFAR = 128; +float ACT_NONE = 1; +float ACT_ADVANCE = 2; +float ACT_RETREAT = 3; +float ACT_HIDE = 4; +float ACT_SUPPORT = 5; +float ACT_FINDCOVER = 6; +float TURNING_LEFT = 1; +float TURNING_RIGHT = 2; +float TURNING_UP = 3; +float TURNING_DOWN = 4; +void (vector ang) makevectors = #1; +void (entity e, vector o) setorigin = #2; +void (entity e, string m) setmodel = #3; +void (entity e, vector min, vector max) setsize = #4; +void () break = #6; +float () random = #7; +void (entity e, float chan, string samp, float vol, float atten) sound = #8; +vector (vector v) normalize = #9; +void (string e) error = #10; +void (string e) objerror = #11; +float (vector v) vlen = #12; +float (vector v) vectoyaw = #13; +entity () spawn = #14; +void (entity e) remove = #15; +void (vector v1, vector v2, float nomonsters, entity forent) traceline = #16; +entity () checkclient = #17; +entity (entity start, .string fld, string match) find = #18; +string (string s) precache_sound = #19; +string (string s) precache_model = #20; +void (entity client, string s) stuffcmd = #21; +entity (vector org, float rad) findradius = #22; +void (string s) bprint = #23; +void (entity client, string s) sprint = #24; +void (string s) dprint = #25; +string (float f) ftos = #26; +string (vector v) vtos = #27; +void () coredump = #28; +void () traceon = #29; +void () traceoff = #30; +void (entity e) eprint = #31; +float (float yaw, float dist) walkmove = #32; +float (float yaw, float dist) droptofloor = #34; +void (float style, string value) lightstyle = #35; +float (float v) rint = #36; +float (float v) floor = #37; +float (float v) ceil = #38; +float (entity e) checkbottom = #40; +float (vector v) pointcontents = #41; +float (float f) fabs = #43; +vector (entity e, float speed) aim = #44; +float (string s) cvar = #45; +void (string s) localcmd = #46; +entity (entity e) nextent = #47; +void (vector o, vector d, float color, float count) particle = #48; +void () ChangeYaw = #49; +vector (vector v) vectoangles = #51; +void (float to, float f) WriteByte = #52; +void (float to, float f) WriteChar = #53; +void (float to, float f) WriteShort = #54; +void (float to, float f) WriteLong = #55; +void (float to, float f) WriteCoord = #56; +void (float to, float f) WriteAngle = #57; +void (float to, string s) WriteString = #58; +void (float to, entity s) WriteEntity = #59; +void (float step) movetogoal = #67; +string (string s) precache_file = #68; +void (entity e) makestatic = #69; +void (string s) changelevel = #70; +void (string var, string val) cvar_set = #72; +void (entity client, string s, ...) centerprint = #73; +void (vector pos, string samp, float vol, float atten) ambientsound = #74; +string (string s) precache_model2 = #75; +string (string s) precache_sound2 = #76; +string (string s) precache_file2 = #77; +void (entity e) setspawnparms = #78; + diff --git a/defs.qc b/defs.qc new file mode 100644 index 0000000..40e48c2 --- /dev/null +++ b/defs.qc @@ -0,0 +1,113 @@ + + +// +// subs.qc +// +void(vector tdest, float tspeed, void() func) SUB_CalcMove; +void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; +void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove; +void() SUB_CalcMoveDone; +void() SUB_CalcAngleMoveDone; +void() SUB_Null; +void() SUB_UseTargets; +void() SUB_Remove; + +// +// combat.qc +// +void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; + + +float (entity e, float healamount, float ignore) T_Heal; // health function + +float(entity targ, entity inflictor) CanDamage; + + + + +.void() think1; +.vector finaldest; +entity activator; +.string killtarget; +.float cnt; +float skill; +.float attack_finished; +.vector finalangle; +.float delay; +.void() th_melee; +.void() th_missile; +.void() th_run; + +.float lefty; + +float AS_STRAIGHT = 1; +float AS_SLIDING = 2; +float AS_MELEE = 3; +float AS_MISSILE = 4; + +float movedist; +.float attack_state; +.entity movetarget; +.float show_hostile; +.float pausetime; +.void() th_stand; +.void() th_walk; +.void() th_die; +.void() th_pain; + +string string_null; +.string mdl; +.entity oldenemy; +.float g_items; +.float invincible_finished; +.float invincible_sound; + +entity damage_attacker; +.float super_damage_finished; +.float search_time; +.float ammo_shells; +.float ammo_nails; +.float ammo_rockets; +.float ammo_cells; +.float g_weapon; +.float aflag; +.float worldtype; +.float rad_time; +.float invincible_time; +.float invisible_time; +.float invisible_finished; +.float super_time; +.float axhitme; +.float t_width; +entity newmis; +.float button0; +.float button1; +.float button2; +.vector mangle; +.string map; +float gameover; +.float super_sound; +.float damage3; +float framecount; +.float swim_flag; +.float invisible_sound; +.float inv3; +.float jump_flag; +.string deathtype; +.float walkframe; +.float bubble_count; +.float wait; +.float state; +.vector pos1; +.vector pos2; +.string noise4; +.entity trigger_field; +.float lip; +.float t_length; +.vector dest1; +.vector dest2; +.float count; +.float fly_sound; +.float height; +.float waitmin; +.float style; \ No newline at end of file diff --git a/demon.qc b/demon.qc new file mode 100644 index 0000000..e4deea0 --- /dev/null +++ b/demon.qc @@ -0,0 +1,363 @@ +/* +============================================================================== + +DEMON + +============================================================================== +*/ + +$cd id1/models/demon3 +$scale 0.8 +$origin 0 0 24 +$base base +$skin base + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 +$frame stand10 stand11 stand12 stand13 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 + +$frame run1 run2 run3 run4 run5 run6 + +$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10 +$frame leap11 leap12 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 + +$frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8 +$frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15 + +//============================================================================ + +void() Demon_JumpTouch; + +void() demon1_stand1 =[ $stand1, demon1_stand2 ] {ai_stand();}; +void() demon1_stand2 =[ $stand2, demon1_stand3 ] {ai_stand();}; +void() demon1_stand3 =[ $stand3, demon1_stand4 ] {ai_stand();}; +void() demon1_stand4 =[ $stand4, demon1_stand5 ] {ai_stand();}; +void() demon1_stand5 =[ $stand5, demon1_stand6 ] {ai_stand();}; +void() demon1_stand6 =[ $stand6, demon1_stand7 ] {ai_stand();}; +void() demon1_stand7 =[ $stand7, demon1_stand8 ] {ai_stand();}; +void() demon1_stand8 =[ $stand8, demon1_stand9 ] {ai_stand();}; +void() demon1_stand9 =[ $stand9, demon1_stand10 ] {ai_stand();}; +void() demon1_stand10 =[ $stand10, demon1_stand11 ] {ai_stand();}; +void() demon1_stand11 =[ $stand11, demon1_stand12 ] {ai_stand();}; +void() demon1_stand12 =[ $stand12, demon1_stand13 ] {ai_stand();}; +void() demon1_stand13 =[ $stand13, demon1_stand1 ] {ai_stand();}; + +void() demon1_walk1 =[ $walk1, demon1_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE); +ai_walk(8); +}; +void() demon1_walk2 =[ $walk2, demon1_walk3 ] {ai_walk(6);}; +void() demon1_walk3 =[ $walk3, demon1_walk4 ] {ai_walk(6);}; +void() demon1_walk4 =[ $walk4, demon1_walk5 ] {ai_walk(7);}; +void() demon1_walk5 =[ $walk5, demon1_walk6 ] {ai_walk(4);}; +void() demon1_walk6 =[ $walk6, demon1_walk7 ] {ai_walk(6);}; +void() demon1_walk7 =[ $walk7, demon1_walk8 ] {ai_walk(10);}; +void() demon1_walk8 =[ $walk8, demon1_walk1 ] {ai_walk(10);}; + +void() demon1_run1 =[ $run1, demon1_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE); +ai_run(20);}; +void() demon1_run2 =[ $run2, demon1_run3 ] {ai_run(15);}; +void() demon1_run3 =[ $run3, demon1_run4 ] {ai_run(36);}; +void() demon1_run4 =[ $run4, demon1_run5 ] {ai_run(20);}; +void() demon1_run5 =[ $run5, demon1_run6 ] {ai_run(15);}; +void() demon1_run6 =[ $run6, demon1_run1 ] {ai_run(36);}; + +void() demon1_jump1 =[ $leap1, demon1_jump2 ] {ai_face();}; +void() demon1_jump2 =[ $leap2, demon1_jump3 ] {ai_face();}; +void() demon1_jump3 =[ $leap3, demon1_jump4 ] {ai_face();}; +void() demon1_jump4 =[ $leap4, demon1_jump5 ] +{ + ai_face(); + + self.touch = Demon_JumpTouch; + makevectors (self.angles); + self.origin_z = self.origin_z + 1; + self.velocity = v_forward * 600 + '0 0 250'; + if (self.flags & FL_ONGROUND) + self.flags = self.flags - FL_ONGROUND; +}; +void() demon1_jump5 =[ $leap5, demon1_jump6 ] {}; +void() demon1_jump6 =[ $leap6, demon1_jump7 ] {}; +void() demon1_jump7 =[ $leap7, demon1_jump8 ] {}; +void() demon1_jump8 =[ $leap8, demon1_jump9 ] {}; +void() demon1_jump9 =[ $leap9, demon1_jump10 ] {}; +void() demon1_jump10 =[ $leap10, demon1_jump1 ] { +self.nextthink = time + 3; +// if three seconds pass, assume demon is stuck and jump again +}; + +void() demon1_jump11 =[ $leap11, demon1_jump12 ] {}; +void() demon1_jump12 =[ $leap12, demon1_run1 ] {}; + + +void() demon1_atta1 =[ $attacka1, demon1_atta2 ] {ai_charge(4);}; +void() demon1_atta2 =[ $attacka2, demon1_atta3 ] {ai_charge(0);}; +void() demon1_atta3 =[ $attacka3, demon1_atta4 ] {ai_charge(0);}; +void() demon1_atta4 =[ $attacka4, demon1_atta5 ] {ai_charge(1);}; +void() demon1_atta5 =[ $attacka5, demon1_atta6 ] {ai_charge(2); Demon_Melee(200);}; +void() demon1_atta6 =[ $attacka6, demon1_atta7 ] {ai_charge(1);}; +void() demon1_atta7 =[ $attacka7, demon1_atta8 ] {ai_charge(6);}; +void() demon1_atta8 =[ $attacka8, demon1_atta9 ] {ai_charge(8);}; +void() demon1_atta9 =[ $attacka9, demon1_atta10] {ai_charge(4);}; +void() demon1_atta10 =[ $attacka10, demon1_atta11] {ai_charge(2);}; +void() demon1_atta11 =[ $attacka11, demon1_atta12] {Demon_Melee(-200);}; +void() demon1_atta12 =[ $attacka12, demon1_atta13] {ai_charge(5);}; +void() demon1_atta13 =[ $attacka13, demon1_atta14] {ai_charge(8);}; +void() demon1_atta14 =[ $attacka14, demon1_atta15] {ai_charge(4);}; +void() demon1_atta15 =[ $attacka15, demon1_run1] {ai_charge(4);}; + +void() demon1_pain1 =[ $pain1, demon1_pain2 ] {}; +void() demon1_pain2 =[ $pain2, demon1_pain3 ] {}; +void() demon1_pain3 =[ $pain3, demon1_pain4 ] {}; +void() demon1_pain4 =[ $pain4, demon1_pain5 ] {}; +void() demon1_pain5 =[ $pain5, demon1_pain6 ] {}; +void() demon1_pain6 =[ $pain6, demon1_run1 ] {}; + +void(entity attacker, float damage) demon1_pain = +{ + if (self.touch == Demon_JumpTouch) + return; + + if (self.pain_finished > time) + return; + + self.pain_finished = time + 1; + sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM); + + if (random()*200 > damage) + return; // didn't flinch + + demon1_pain1 (); +}; + +void() demon1_die1 =[ $death1, demon1_die2 ] { +sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);}; +void() demon1_die2 =[ $death2, demon1_die3 ] {}; +void() demon1_die3 =[ $death3, demon1_die4 ] {}; +void() demon1_die4 =[ $death4, demon1_die5 ] {}; +void() demon1_die5 =[ $death5, demon1_die6 ] {}; +void() demon1_die6 =[ $death6, demon1_die7 ] +{self.solid = SOLID_NOT;}; +void() demon1_die7 =[ $death7, demon1_die8 ] {}; +void() demon1_die8 =[ $death8, demon1_die9 ] {}; +void() demon1_die9 =[ $death9, demon1_die9 ] {}; + +void() demon_die = +{ +// check for gib + if (self.health < -80) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_demon.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + return; + } + +// regular death + demon1_die1 (); +}; + + +void() Demon_MeleeAttack = +{ + demon1_atta1 (); +}; + + +/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush + +*/ +void() monster_demon1 = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/demon.mdl"); + precache_model ("progs/h_demon.mdl"); + + precache_sound ("demon/ddeath.wav"); + precache_sound ("demon/dhit2.wav"); + precache_sound ("demon/djump.wav"); + precache_sound ("demon/dpain1.wav"); + precache_sound ("demon/idle1.wav"); + precache_sound ("demon/sight2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/demon.mdl"); + + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 300; + + self.th_stand = demon1_stand1; + self.th_walk = demon1_walk1; + self.th_run = demon1_run1; + self.th_die = demon_die; + self.th_melee = Demon_MeleeAttack; // one of two attacks + self.th_missile = demon1_jump1; // jump attack + self.th_pain = demon1_pain; + + walkmonster_start(); +}; + + +/* +============================================================================== + +DEMON + +============================================================================== +*/ + +/* +============== +CheckDemonMelee + +Returns TRUE if a melee attack would hit right now +============== +*/ +float() CheckDemonMelee = +{ + if (enemy_range == RANGE_MELEE) + { // FIXME: check canreach + self.attack_state = AS_MELEE; + return TRUE; + } + return FALSE; +}; + +/* +============== +CheckDemonJump + +============== +*/ +float() CheckDemonJump = +{ + local vector dist; + local float d; + + if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z + + 0.75 * self.enemy.size_z) + return FALSE; + + if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z + + 0.25 * self.enemy.size_z) + return FALSE; + + dist = self.enemy.origin - self.origin; + dist_z = 0; + + d = vlen(dist); + + if (d < 100) + return FALSE; + + if (d > 200) + { + if (random() < 0.9) + return FALSE; + } + + return TRUE; +}; + +float() DemonCheckAttack = +{ + local vector vec; + +// if close enough for slashing, go for it + if (CheckDemonMelee ()) + { + self.attack_state = AS_MELEE; + return TRUE; + } + + if (CheckDemonJump ()) + { + self.attack_state = AS_MISSILE; + sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM); + return TRUE; + } + + return FALSE; +}; + + +//=========================================================================== + +void(float side) Demon_Melee = +{ + local float ldmg; + local vector delta; + + ai_face (); + walkmove (self.ideal_yaw, 12); // allow a little closing + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + if (!CanDamage (self.enemy, self)) + return; + + sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM); + ldmg = 10 + 5*random(); + T_Damage (self.enemy, self, self, ldmg); + + makevectors (self.angles); + SpawnMeatSpray (self.origin + v_forward*16, side * v_right); +}; + + +void() Demon_JumpTouch = +{ + local float ldmg; + + if (self.health <= 0) + return; + + if (other.takedamage) + { + if ( vlen(self.velocity) > 400 ) + { + ldmg = 40 + 10*random(); + T_Damage (other, self, self, ldmg); + } + } + + if (!checkbottom(self)) + { + if (self.flags & FL_ONGROUND) + { // jump randomly to not get hung up +//dprint ("popjump\n"); + self.touch = SUB_Null; + self.think = demon1_jump1; + self.nextthink = time + 0.1; + +// self.velocity_x = (random() - 0.5) * 600; +// self.velocity_y = (random() - 0.5) * 600; +// self.velocity_z = 200; +// self.flags = self.flags - FL_ONGROUND; + } + return; // not on ground yet + } + + self.touch = SUB_Null; + self.think = demon1_jump11; + self.nextthink = time + 0.1; +}; + diff --git a/dog.qc b/dog.qc new file mode 100644 index 0000000..bc46fe0 --- /dev/null +++ b/dog.qc @@ -0,0 +1,363 @@ +/* +============================================================================== + +DOG + +============================================================================== +*/ +$cd id1/models/dog +$origin 0 0 24 +$base base +$skin skin + +$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 death9 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 +$frame painb11 painb12 painb13 painb14 painb15 painb16 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 + +$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 + + +void() dog_leap1; +void() dog_run1; + +/* +================ +dog_bite + +================ +*/ +void() dog_bite = +{ +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + + ai_charge(10); + + if (!CanDamage (self.enemy, self)) + return; + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + + ldmg = (random() + random() + random()) * 8; + T_Damage (self.enemy, self, self, ldmg); +}; + +void() Dog_JumpTouch = +{ + local float ldmg; + + if (self.health <= 0) + return; + + if (other.takedamage) + { + if ( vlen(self.velocity) > 300 ) + { + ldmg = 10 + 10*random(); + T_Damage (other, self, self, ldmg); + } + } + + if (!checkbottom(self)) + { + if (self.flags & FL_ONGROUND) + { // jump randomly to not get hung up +//dprint ("popjump\n"); + self.touch = SUB_Null; + self.think = dog_leap1; + self.nextthink = time + 0.1; + +// self.velocity_x = (random() - 0.5) * 600; +// self.velocity_y = (random() - 0.5) * 600; +// self.velocity_z = 200; +// self.flags = self.flags - FL_ONGROUND; + } + return; // not on ground yet + } + + self.touch = SUB_Null; + self.think = dog_run1; + self.nextthink = time + 0.1; +}; + + +void() dog_stand1 =[ $stand1, dog_stand2 ] {ai_stand();}; +void() dog_stand2 =[ $stand2, dog_stand3 ] {ai_stand();}; +void() dog_stand3 =[ $stand3, dog_stand4 ] {ai_stand();}; +void() dog_stand4 =[ $stand4, dog_stand5 ] {ai_stand();}; +void() dog_stand5 =[ $stand5, dog_stand6 ] {ai_stand();}; +void() dog_stand6 =[ $stand6, dog_stand7 ] {ai_stand();}; +void() dog_stand7 =[ $stand7, dog_stand8 ] {ai_stand();}; +void() dog_stand8 =[ $stand8, dog_stand9 ] {ai_stand();}; +void() dog_stand9 =[ $stand9, dog_stand1 ] {ai_stand();}; + +void() dog_walk1 =[ $walk1 , dog_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE); +ai_walk(8);}; +void() dog_walk2 =[ $walk2 , dog_walk3 ] {ai_walk(8);}; +void() dog_walk3 =[ $walk3 , dog_walk4 ] {ai_walk(8);}; +void() dog_walk4 =[ $walk4 , dog_walk5 ] {ai_walk(8);}; +void() dog_walk5 =[ $walk5 , dog_walk6 ] {ai_walk(8);}; +void() dog_walk6 =[ $walk6 , dog_walk7 ] {ai_walk(8);}; +void() dog_walk7 =[ $walk7 , dog_walk8 ] {ai_walk(8);}; +void() dog_walk8 =[ $walk8 , dog_walk1 ] {ai_walk(8);}; + +void() dog_run1 =[ $run1 , dog_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE); +ai_run(16);}; +void() dog_run2 =[ $run2 , dog_run3 ] {ai_run(32);}; +void() dog_run3 =[ $run3 , dog_run4 ] {ai_run(32);}; +void() dog_run4 =[ $run4 , dog_run5 ] {ai_run(20);}; +void() dog_run5 =[ $run5 , dog_run6 ] {ai_run(64);}; +void() dog_run6 =[ $run6 , dog_run7 ] {ai_run(32);}; +void() dog_run7 =[ $run7 , dog_run8 ] {ai_run(16);}; +void() dog_run8 =[ $run8 , dog_run9 ] {ai_run(32);}; +void() dog_run9 =[ $run9 , dog_run10 ] {ai_run(32);}; +void() dog_run10 =[ $run10 , dog_run11 ] {ai_run(20);}; +void() dog_run11 =[ $run11 , dog_run12 ] {ai_run(64);}; +void() dog_run12 =[ $run12 , dog_run1 ] {ai_run(32);}; + +void() dog_atta1 =[ $attack1, dog_atta2 ] {ai_charge(10);}; +void() dog_atta2 =[ $attack2, dog_atta3 ] {ai_charge(10);}; +void() dog_atta3 =[ $attack3, dog_atta4 ] {ai_charge(10);}; +void() dog_atta4 =[ $attack4, dog_atta5 ] { +sound (self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM); +dog_bite();}; +void() dog_atta5 =[ $attack5, dog_atta6 ] {ai_charge(10);}; +void() dog_atta6 =[ $attack6, dog_atta7 ] {ai_charge(10);}; +void() dog_atta7 =[ $attack7, dog_atta8 ] {ai_charge(10);}; +void() dog_atta8 =[ $attack8, dog_run1 ] {ai_charge(10);}; + +void() dog_leap1 =[ $leap1, dog_leap2 ] {ai_face();}; +void() dog_leap2 =[ $leap2, dog_leap3 ] +{ + ai_face(); + + self.touch = Dog_JumpTouch; + makevectors (self.angles); + self.origin_z = self.origin_z + 1; + self.velocity = v_forward * 300 + '0 0 200'; + if (self.flags & FL_ONGROUND) + self.flags = self.flags - FL_ONGROUND; +}; + +void() dog_leap3 =[ $leap3, dog_leap4 ] {}; +void() dog_leap4 =[ $leap4, dog_leap5 ] {}; +void() dog_leap5 =[ $leap5, dog_leap6 ] {}; +void() dog_leap6 =[ $leap6, dog_leap7 ] {}; +void() dog_leap7 =[ $leap7, dog_leap8 ] {}; +void() dog_leap8 =[ $leap8, dog_leap9 ] {}; +void() dog_leap9 =[ $leap9, dog_leap9 ] {}; + +void() dog_pain1 =[ $pain1 , dog_pain2 ] {}; +void() dog_pain2 =[ $pain2 , dog_pain3 ] {}; +void() dog_pain3 =[ $pain3 , dog_pain4 ] {}; +void() dog_pain4 =[ $pain4 , dog_pain5 ] {}; +void() dog_pain5 =[ $pain5 , dog_pain6 ] {}; +void() dog_pain6 =[ $pain6 , dog_run1 ] {}; + +void() dog_painb1 =[ $painb1 , dog_painb2 ] {}; +void() dog_painb2 =[ $painb2 , dog_painb3 ] {}; +void() dog_painb3 =[ $painb3 , dog_painb4 ] {ai_pain(4);}; +void() dog_painb4 =[ $painb4 , dog_painb5 ] {ai_pain(12);}; +void() dog_painb5 =[ $painb5 , dog_painb6 ] {ai_pain(12);}; +void() dog_painb6 =[ $painb6 , dog_painb7 ] {ai_pain(2);}; +void() dog_painb7 =[ $painb7 , dog_painb8 ] {}; +void() dog_painb8 =[ $painb8 , dog_painb9 ] {ai_pain(4);}; +void() dog_painb9 =[ $painb9 , dog_painb10 ] {}; +void() dog_painb10 =[ $painb10 , dog_painb11 ] {ai_pain(10);}; +void() dog_painb11 =[ $painb11 , dog_painb12 ] {}; +void() dog_painb12 =[ $painb12 , dog_painb13 ] {}; +void() dog_painb13 =[ $painb13 , dog_painb14 ] {}; +void() dog_painb14 =[ $painb14 , dog_painb15 ] {}; +void() dog_painb15 =[ $painb15 , dog_painb16 ] {}; +void() dog_painb16 =[ $painb16 , dog_run1 ] {}; + +void() dog_pain = +{ + sound (self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM); + + if (random() > 0.5) + dog_pain1 (); + else + dog_painb1 (); +}; + +void() dog_die1 =[ $death1, dog_die2 ] {}; +void() dog_die2 =[ $death2, dog_die3 ] {}; +void() dog_die3 =[ $death3, dog_die4 ] {}; +void() dog_die4 =[ $death4, dog_die5 ] {}; +void() dog_die5 =[ $death5, dog_die6 ] {}; +void() dog_die6 =[ $death6, dog_die7 ] {}; +void() dog_die7 =[ $death7, dog_die8 ] {}; +void() dog_die8 =[ $death8, dog_die9 ] {}; +void() dog_die9 =[ $death9, dog_die9 ] {}; + +void() dog_dieb1 =[ $deathb1, dog_dieb2 ] {}; +void() dog_dieb2 =[ $deathb2, dog_dieb3 ] {}; +void() dog_dieb3 =[ $deathb3, dog_dieb4 ] {}; +void() dog_dieb4 =[ $deathb4, dog_dieb5 ] {}; +void() dog_dieb5 =[ $deathb5, dog_dieb6 ] {}; +void() dog_dieb6 =[ $deathb6, dog_dieb7 ] {}; +void() dog_dieb7 =[ $deathb7, dog_dieb8 ] {}; +void() dog_dieb8 =[ $deathb8, dog_dieb9 ] {}; +void() dog_dieb9 =[ $deathb9, dog_dieb9 ] {}; + + +void() dog_die = +{ +// check for gib + if (self.health < -35) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowHead ("progs/h_dog.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM); + self.solid = SOLID_NOT; + + if (random() > 0.5) + dog_die1 (); + else + dog_dieb1 (); +}; + +//============================================================================ + +/* +============== +CheckDogMelee + +Returns TRUE if a melee attack would hit right now +============== +*/ +float() CheckDogMelee = +{ + if (enemy_range == RANGE_MELEE) + { // FIXME: check canreach + self.attack_state = AS_MELEE; + return TRUE; + } + return FALSE; +}; + +/* +============== +CheckDogJump + +============== +*/ +float() CheckDogJump = +{ + local vector dist; + local float d; + + if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z + + 0.75 * self.enemy.size_z) + return FALSE; + + if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z + + 0.25 * self.enemy.size_z) + return FALSE; + + dist = self.enemy.origin - self.origin; + dist_z = 0; + + d = vlen(dist); + + if (d < 80) + return FALSE; + + if (d > 150) + return FALSE; + + return TRUE; +}; + +float() DogCheckAttack = +{ + local vector vec; + +// if close enough for slashing, go for it + if (CheckDogMelee ()) + { + self.attack_state = AS_MELEE; + return TRUE; + } + + if (CheckDogJump ()) + { + self.attack_state = AS_MISSILE; + return TRUE; + } + + return FALSE; +}; + + +//=========================================================================== + +/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush + +*/ +void() monster_dog = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/h_dog.mdl"); + precache_model ("progs/dog.mdl"); + + precache_sound ("dog/dattack1.wav"); + precache_sound ("dog/ddeath.wav"); + precache_sound ("dog/dpain1.wav"); + precache_sound ("dog/dsight.wav"); + precache_sound ("dog/idle.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/dog.mdl"); + + setsize (self, '-32 -32 -24', '32 32 40'); + self.health = 25; + + self.th_stand = dog_stand1; + self.th_walk = dog_walk1; + self.th_run = dog_run1; + self.th_pain = dog_pain; + self.th_die = dog_die; + self.th_melee = dog_atta1; + self.th_missile = dog_leap1; + + walkmonster_start(); +}; diff --git a/doors.qc b/doors.qc new file mode 100644 index 0000000..2673669 --- /dev/null +++ b/doors.qc @@ -0,0 +1,778 @@ + +float DOOR_START_OPEN = 1; +float DOOR_DONT_LINK = 4; +float DOOR_GOLD_KEY = 8; +float DOOR_SILVER_KEY = 16; +float DOOR_TOGGLE = 32; + +/* + +Doors are similar to buttons, but can spawn a fat trigger field around them +to open without a touch, and they link together to form simultanious +double/quad doors. + +Door.owner is the master door. If there is only one door, it points to itself. +If multiple doors, all will point to a single one. + +Door.enemy chains from the master door through all doors linked in the chain. + +*/ + +/* +============================================================================= + +THINK FUNCTIONS + +============================================================================= +*/ + +void() door_go_down; +void() door_go_up; + +void() door_blocked = +{ + T_Damage (other, self, self, self.dmg); + +// if a door has a negative wait, it would never come back if blocked, +// so let it just squash the object to death real fast + if (self.wait >= 0) + { + if (self.state == STATE_DOWN) + door_go_up (); + else + door_go_down (); + } +}; + + +void() door_hit_top = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_TOP; + if (self.spawnflags & DOOR_TOGGLE) + return; // don't come down automatically + self.think = door_go_down; + self.nextthink = self.ltime + self.wait; +}; + +void() door_hit_bottom = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_BOTTOM; +}; + +void() door_go_down = +{ + sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + if (self.max_health) + { + self.takedamage = DAMAGE_YES; + self.health = self.max_health; + } + + self.state = STATE_DOWN; + SUB_CalcMove (self.pos1, self.speed, door_hit_bottom); +}; + +void() door_go_up = +{ + if (self.state == STATE_UP) + return; // allready going up + + if (self.state == STATE_TOP) + { // reset top wait time + self.nextthink = self.ltime + self.wait; + return; + } + + sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + self.state = STATE_UP; + SUB_CalcMove (self.pos2, self.speed, door_hit_top); + + SUB_UseTargets(); +}; + + +/* +============================================================================= + +ACTIVATION FUNCTIONS + +============================================================================= +*/ + +void() door_fire = +{ + local entity oself; + local entity starte; + + if (self.owner != self) + objerror ("door_fire: self.owner != self"); + +// play use key sound + + if (self.g_items) + sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM); + + self.message = string_null; // no more message + oself = self; + + if (self.spawnflags & DOOR_TOGGLE) + { + if (self.state == STATE_UP || self.state == STATE_TOP) + { + starte = self; + do + { + door_go_down (); + self = self.enemy; + } while ( (self != starte) && (self != world) ); + self = oself; + return; + } + } + +// trigger all paired doors + starte = self; + do + { + door_go_up (); + self = self.enemy; + } while ( (self != starte) && (self != world) ); + self = oself; +}; + + +void() door_use = +{ + local entity oself; + + self.message = ""; // door message are for touch only + self.owner.message = ""; + self.enemy.message = ""; + oself = self; + self = self.owner; + door_fire (); + self = oself; +}; + + +void() door_trigger_touch = +{ + if (other.health <= 0) + return; + + if (time < self.attack_finished) + return; + self.attack_finished = time + 1; + + activator = other; + + self = self.owner; + door_use (); +}; + + +void() door_killed = +{ + local entity oself; + + oself = self; + self = self.owner; + self.health = self.max_health; + self.takedamage = DAMAGE_NO; // wil be reset upon return + door_use (); + self = oself; +}; + + +/* +================ +door_touch + +Prints messages and opens key doors +================ +*/ +void() door_touch = +{ + if (other.classname != "player") + return; + if (self.owner.attack_finished > time) + return; + + self.owner.attack_finished = time + 2; + + if (self.owner.message != "") + { + centerprint (other, self.owner.message); + sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM); + } + +// key door stuff + if (!self.g_items) + return; + +// FIXME: blink key on player's status bar + if ( (self.g_items & other.g_items) != self.g_items ) + { + if (self.owner.g_items == IT_KEY1) + { + if (world.worldtype == 2) + { + centerprint (other, "You need the silver keycard"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == 1) + { + centerprint (other, "You need the silver runekey"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == 0) + { + centerprint (other, "You need the silver key"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + } + else + { + if (world.worldtype == 2) + { + centerprint (other, "You need the gold keycard"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == 1) + { + centerprint (other, "You need the gold runekey"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + else if (world.worldtype == 0) + { + centerprint (other, "You need the gold key"); + sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + } + } + return; + } + + other.g_items = other.g_items - self.g_items; + self.touch = SUB_Null; + if (self.enemy) + self.enemy.touch = SUB_Null; // get paired door + door_use (); +}; + +/* +============================================================================= + +SPAWNING FUNCTIONS + +============================================================================= +*/ + + +entity(vector fmins, vector fmaxs) spawn_field = +{ + local entity trigger; + local vector t1, t2; + + trigger = spawn(); + trigger.movetype = MOVETYPE_NONE; + trigger.solid = SOLID_TRIGGER; + trigger.owner = self; + trigger.touch = door_trigger_touch; + + t1 = fmins; + t2 = fmaxs; + setsize (trigger, t1 - '60 60 8', t2 + '60 60 8'); + return (trigger); +}; + + +float (entity e1, entity e2) EntitiesTouching = +{ + if (e1.mins_x > e2.maxs_x) + return FALSE; + if (e1.mins_y > e2.maxs_y) + return FALSE; + if (e1.mins_z > e2.maxs_z) + return FALSE; + if (e1.maxs_x < e2.mins_x) + return FALSE; + if (e1.maxs_y < e2.mins_y) + return FALSE; + if (e1.maxs_z < e2.mins_z) + return FALSE; + return TRUE; +}; + + +/* +============= +LinkDoors + + +============= +*/ +void() LinkDoors = +{ + local entity t, starte; + local vector cmins, cmaxs; + + if (self.enemy) + return; // already linked by another door + if (self.spawnflags & 4) + { + self.owner = self.enemy = self; + return; // don't want to link this door + } + + cmins = self.mins; + cmaxs = self.maxs; + + starte = self; + t = self; + + do + { + self.owner = starte; // master door + + if (self.health) + starte.health = self.health; + if (self.targetname) + starte.targetname = self.targetname; + if (self.message != "") + starte.message = self.message; + + t = find (t, classname, self.classname); + if (!t) + { + self.enemy = starte; // make the chain a loop + + // shootable, fired, or key doors just needed the owner/enemy links, + // they don't spawn a field + + self = self.owner; + + if (self.health) + return; + if (self.targetname) + return; + if (self.g_items) + return; + + self.owner.trigger_field = spawn_field(cmins, cmaxs); + + return; + } + + if (EntitiesTouching(self,t)) + { + if (t.enemy) + objerror ("cross connected doors"); + + self.enemy = t; + self = t; + + if (t.mins_x < cmins_x) + cmins_x = t.mins_x; + if (t.mins_y < cmins_y) + cmins_y = t.mins_y; + if (t.mins_z < cmins_z) + cmins_z = t.mins_z; + if (t.maxs_x > cmaxs_x) + cmaxs_x = t.maxs_x; + if (t.maxs_y > cmaxs_y) + cmaxs_y = t.maxs_y; + if (t.maxs_z > cmaxs_z) + cmaxs_z = t.maxs_z; + } + } while (1 ); + +}; + + +/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE +if two doors touch, they are assumed to be connected and operate as a unit. + +TOGGLE causes the door to wait in both the start and end states for a trigger event. + +START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). + +Key doors are allways wait -1. + +"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet +"angle" determines the opening direction +"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. +"health" if set, door must be shot open +"speed" movement speed (100 default) +"wait" wait before returning (3 default, -1 = never return) +"lip" lip remaining at end of move (8 default) +"dmg" damage to inflict when blocked (2 default) +"sounds" +0) no sound +1) stone +2) base +3) stone chain +4) screechy metal +*/ + +void() func_door = + +{ + + if (world.worldtype == 0) + { + precache_sound ("doors/medtry.wav"); + precache_sound ("doors/meduse.wav"); + self.noise3 = "doors/medtry.wav"; + self.noise4 = "doors/meduse.wav"; + } + else if (world.worldtype == 1) + { + precache_sound ("doors/runetry.wav"); + precache_sound ("doors/runeuse.wav"); + self.noise3 = "doors/runetry.wav"; + self.noise4 = "doors/runeuse.wav"; + } + else if (world.worldtype == 2) + { + precache_sound ("doors/basetry.wav"); + precache_sound ("doors/baseuse.wav"); + self.noise3 = "doors/basetry.wav"; + self.noise4 = "doors/baseuse.wav"; + } + else + { + dprint ("no worldtype set!\n"); + } + if (self.sounds == 0) + { + precache_sound ("misc/null.wav"); + precache_sound ("misc/null.wav"); + self.noise1 = "misc/null.wav"; + self.noise2 = "misc/null.wav"; + } + if (self.sounds == 1) + { + precache_sound ("doors/drclos4.wav"); + precache_sound ("doors/doormv1.wav"); + self.noise1 = "doors/drclos4.wav"; + self.noise2 = "doors/doormv1.wav"; + } + if (self.sounds == 2) + { + precache_sound ("doors/hydro1.wav"); + precache_sound ("doors/hydro2.wav"); + self.noise2 = "doors/hydro1.wav"; + self.noise1 = "doors/hydro2.wav"; + } + if (self.sounds == 3) + { + precache_sound ("doors/stndr1.wav"); + precache_sound ("doors/stndr2.wav"); + self.noise2 = "doors/stndr1.wav"; + self.noise1 = "doors/stndr2.wav"; + } + if (self.sounds == 4) + { + precache_sound ("doors/ddoor1.wav"); + precache_sound ("doors/ddoor2.wav"); + self.noise1 = "doors/ddoor2.wav"; + self.noise2 = "doors/ddoor1.wav"; + } + + + SetMovedir (); + + self.max_health = self.health; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + setorigin (self, self.origin); + setmodel (self, self.model); + self.classname = "door"; + + self.blocked = door_blocked; + self.use = door_use; + + if (self.spawnflags & DOOR_SILVER_KEY) + self.g_items = IT_KEY1; + if (self.spawnflags & DOOR_GOLD_KEY) + self.g_items = IT_KEY2; + + if (!self.speed) + self.speed = 100; + if (!self.wait) + self.wait = 3; + if (!self.lip) + self.lip = 8; + if (!self.dmg) + self.dmg = 2; + + self.pos1 = self.origin; + self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip); + +// DOOR_START_OPEN is to allow an entity to be lighted in the closed position +// but spawn in the open position + if (self.spawnflags & DOOR_START_OPEN) + { + setorigin (self, self.pos2); + self.pos2 = self.pos1; + self.pos1 = self.origin; + } + + self.state = STATE_BOTTOM; + + if (self.health) + { + self.takedamage = DAMAGE_YES; + self.th_die = door_killed; + } + + if (self.g_items) + self.wait = -1; + + self.touch = door_touch; + +// LinkDoors can't be done until all of the doors have been spawned, so +// the sizes can be detected properly. + self.think = LinkDoors; + self.nextthink = self.ltime + 0.1; +}; + +/* +============================================================================= + +SECRET DOORS + +============================================================================= +*/ + +void() fd_secret_move1; +void() fd_secret_move2; +void() fd_secret_move3; +void() fd_secret_move4; +void() fd_secret_move5; +void() fd_secret_move6; +void() fd_secret_done; + +float SECRET_OPEN_ONCE = 1; // stays open +float SECRET_1ST_LEFT = 2; // 1st move is left of arrow +float SECRET_1ST_DOWN = 4; // 1st move is down from arrow +float SECRET_NO_SHOOT = 8; // only opened by trigger +float SECRET_YES_SHOOT = 16; // shootable even if targeted + + +void () fd_secret_use = +{ + local float temp; + + self.health = 10000; + + // exit if still moving around... + if (self.origin != self.oldorigin) + return; + + self.message = string_null; // no more message + + SUB_UseTargets(); // fire all targets / killtargets + + if (!(self.spawnflags & SECRET_NO_SHOOT)) + { + self.th_pain = SUB_Null; + self.takedamage = DAMAGE_NO; + } + self.velocity = '0 0 0'; + + // Make a sound, wait a little... + + sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.nextthink = self.ltime + 0.1; + + temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1 + makevectors(self.mangle); + + if (!self.t_width) + { + if (self.spawnflags & SECRET_1ST_DOWN) + self. t_width = fabs(v_up * self.size); + else + self. t_width = fabs(v_right * self.size); + } + + if (!self.t_length) + self. t_length = fabs(v_forward * self.size); + + if (self.spawnflags & SECRET_1ST_DOWN) + self.dest1 = self.origin - v_up * self.t_width; + else + self.dest1 = self.origin + v_right * (self.t_width * temp); + + self.dest2 = self.dest1 + v_forward * self.t_length; + SUB_CalcMove(self.dest1, self.speed, fd_secret_move1); + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); +}; + +// Wait after first movement... +void () fd_secret_move1 = +{ + self.nextthink = self.ltime + 1.0; + self.think = fd_secret_move2; + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +// Start moving sideways w/sound... +void () fd_secret_move2 = +{ + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.dest2, self.speed, fd_secret_move3); +}; + +// Wait here until time to go back... +void () fd_secret_move3 = +{ + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); + if (!(self.spawnflags & SECRET_OPEN_ONCE)) + { + self.nextthink = self.ltime + self.wait; + self.think = fd_secret_move4; + } +}; + +// Move backward... +void () fd_secret_move4 = +{ + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.dest1, self.speed, fd_secret_move5); +}; + +// Wait 1 second... +void () fd_secret_move5 = +{ + self.nextthink = self.ltime + 1.0; + self.think = fd_secret_move6; + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +void () fd_secret_move6 = +{ + sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM); + SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done); +}; + +void () fd_secret_done = +{ + if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT) + { + self.health = 10000; + self.takedamage = DAMAGE_YES; + self.th_pain = fd_secret_use; + } + sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM); +}; + +void () secret_blocked = +{ + if (time < self.attack_finished) + return; + self.attack_finished = time + 0.5; + T_Damage (other, self, self, self.dmg); +}; + +/* +================ +secret_touch + +Prints messages +================ +*/ +void() secret_touch = +{ + if (other.classname != "player") + return; + if (self.attack_finished > time) + return; + + self.attack_finished = time + 2; + + if (self.message) + { + centerprint (other, self.message); + sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); + } +}; + + +/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot +Basic secret door. Slides back, then to the side. Angle determines direction. +wait = # of seconds before coming back +1st_left = 1st move is left of arrow +1st_down = 1st move is down from arrow +always_shoot = even if targeted, keep shootable +t_width = override WIDTH to move back (or height if going down) +t_length = override LENGTH to move sideways +"dmg" damage to inflict when blocked (2 default) + +If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage. +"sounds" +1) medieval +2) metal +3) base +*/ + +void () func_door_secret = +{ + if (self.sounds == 0) + self.sounds = 3; + if (self.sounds == 1) + { + precache_sound ("doors/latch2.wav"); + precache_sound ("doors/winch2.wav"); + precache_sound ("doors/drclos4.wav"); + self.noise1 = "doors/latch2.wav"; + self.noise2 = "doors/winch2.wav"; + self.noise3 = "doors/drclos4.wav"; + } + if (self.sounds == 2) + { + precache_sound ("doors/airdoor1.wav"); + precache_sound ("doors/airdoor2.wav"); + self.noise2 = "doors/airdoor1.wav"; + self.noise1 = "doors/airdoor2.wav"; + self.noise3 = "doors/airdoor2.wav"; + } + if (self.sounds == 3) + { + precache_sound ("doors/basesec1.wav"); + precache_sound ("doors/basesec2.wav"); + self.noise2 = "doors/basesec1.wav"; + self.noise1 = "doors/basesec2.wav"; + self.noise3 = "doors/basesec2.wav"; + } + + if (!self.dmg) + self.dmg = 2; + + // Magic formula... + self.mangle = self.angles; + self.angles = '0 0 0'; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + self.classname = "door"; + setmodel (self, self.model); + setorigin (self, self.origin); + + self.touch = secret_touch; + self.blocked = secret_blocked; + self.speed = 50; + self.use = fd_secret_use; + if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT) + { + self.health = 10000; + self.takedamage = DAMAGE_YES; + self.th_pain = fd_secret_use; + self.th_die = fd_secret_use; + } + self.oldorigin = self.origin; + if (!self.wait) + self.wait = 5; // 5 seconds before closing +}; diff --git a/enforcer.qc b/enforcer.qc new file mode 100644 index 0000000..29216f0 --- /dev/null +++ b/enforcer.qc @@ -0,0 +1,351 @@ +/* +============================================================================== + +SOLDIER / PLAYER + +============================================================================== +*/ + +$cd id1/models/enforcer +$origin 0 -6 24 +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 +$frame walk11 walk12 walk13 walk14 walk15 walk16 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame attack1 attack2 attack3 attack4 attack5 attack6 +$frame attack7 attack8 attack9 attack10 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 death11 death12 death13 death14 + +$frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8 +$frame fdeath9 fdeath10 fdeath11 + +$frame paina1 paina2 paina3 paina4 + +$frame painb1 painb2 painb3 painb4 painb5 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 + +$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 +$frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16 +$frame paind17 paind18 paind19 + + +void() Laser_Touch = +{ + local vector org; + + if (other == self.owner) + return; // don't explode on owner + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC); + org = self.origin - 8*normalize(self.velocity); + + if (other.health) + { + SpawnBlood (org, self.velocity*0.2, 15); + T_Damage (other, self, self.owner, 15); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_GUNSHOT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + } + + remove(self); +}; + +void(vector org, vector vec) LaunchLaser = +{ + local vector vec; + + if (self.classname == "monster_enforcer") + sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM); + + vec = normalize(vec); + + newmis = spawn(); + newmis.owner = self; + newmis.movetype = MOVETYPE_FLY; + newmis.solid = SOLID_BBOX; + newmis.effects = EF_DIMLIGHT; + + setmodel (newmis, "progs/laser.mdl"); + setsize (newmis, '0 0 0', '0 0 0'); + + setorigin (newmis, org); + + newmis.velocity = vec * 600; + newmis.angles = vectoangles(newmis.velocity); + + newmis.nextthink = time + 5; + newmis.think = SUB_Remove; + newmis.touch = Laser_Touch; +}; + + + +void() enforcer_fire = +{ + local vector org; + + self.effects = self.effects | EF_MUZZLEFLASH; + makevectors (self.angles); + + org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16'; + + LaunchLaser(org, self.enemy.origin - self.origin); +}; + +//============================================================================ + +void() enf_stand1 =[ $stand1, enf_stand2 ] {ai_stand();}; +void() enf_stand2 =[ $stand2, enf_stand3 ] {ai_stand();}; +void() enf_stand3 =[ $stand3, enf_stand4 ] {ai_stand();}; +void() enf_stand4 =[ $stand4, enf_stand5 ] {ai_stand();}; +void() enf_stand5 =[ $stand5, enf_stand6 ] {ai_stand();}; +void() enf_stand6 =[ $stand6, enf_stand7 ] {ai_stand();}; +void() enf_stand7 =[ $stand7, enf_stand1 ] {ai_stand();}; + +void() enf_walk1 =[ $walk1 , enf_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE); +ai_walk(2);}; +void() enf_walk2 =[ $walk2 , enf_walk3 ] {ai_walk(4);}; +void() enf_walk3 =[ $walk3 , enf_walk4 ] {ai_walk(4);}; +void() enf_walk4 =[ $walk4 , enf_walk5 ] {ai_walk(3);}; +void() enf_walk5 =[ $walk5 , enf_walk6 ] {ai_walk(1);}; +void() enf_walk6 =[ $walk6 , enf_walk7 ] {ai_walk(2);}; +void() enf_walk7 =[ $walk7 , enf_walk8 ] {ai_walk(2);}; +void() enf_walk8 =[ $walk8 , enf_walk9 ] {ai_walk(1);}; +void() enf_walk9 =[ $walk9 , enf_walk10 ] {ai_walk(2);}; +void() enf_walk10 =[ $walk10, enf_walk11 ] {ai_walk(4);}; +void() enf_walk11 =[ $walk11, enf_walk12 ] {ai_walk(4);}; +void() enf_walk12 =[ $walk12, enf_walk13 ] {ai_walk(1);}; +void() enf_walk13 =[ $walk13, enf_walk14 ] {ai_walk(2);}; +void() enf_walk14 =[ $walk14, enf_walk15 ] {ai_walk(3);}; +void() enf_walk15 =[ $walk15, enf_walk16 ] {ai_walk(4);}; +void() enf_walk16 =[ $walk16, enf_walk1 ] {ai_walk(2);}; + +void() enf_run1 =[ $run1 , enf_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE); +ai_run(18);}; +void() enf_run2 =[ $run2 , enf_run3 ] {ai_run(14);}; +void() enf_run3 =[ $run3 , enf_run4 ] {ai_run(7);}; +void() enf_run4 =[ $run4 , enf_run5 ] {ai_run(12);}; +void() enf_run5 =[ $run5 , enf_run6 ] {ai_run(14);}; +void() enf_run6 =[ $run6 , enf_run7 ] {ai_run(14);}; +void() enf_run7 =[ $run7 , enf_run8 ] {ai_run(7);}; +void() enf_run8 =[ $run8 , enf_run1 ] {ai_run(11);}; + +void() enf_atk1 =[ $attack1, enf_atk2 ] {ai_face();}; +void() enf_atk2 =[ $attack2, enf_atk3 ] {ai_face();}; +void() enf_atk3 =[ $attack3, enf_atk4 ] {ai_face();}; +void() enf_atk4 =[ $attack4, enf_atk5 ] {ai_face();}; +void() enf_atk5 =[ $attack5, enf_atk6 ] {ai_face();}; +void() enf_atk6 =[ $attack6, enf_atk7 ] {enforcer_fire();}; +void() enf_atk7 =[ $attack7, enf_atk8 ] {ai_face();}; +void() enf_atk8 =[ $attack8, enf_atk9 ] {ai_face();}; +void() enf_atk9 =[ $attack5, enf_atk10 ] {ai_face();}; +void() enf_atk10 =[ $attack6, enf_atk11 ] {enforcer_fire();}; +void() enf_atk11 =[ $attack7, enf_atk12 ] {ai_face();}; +void() enf_atk12 =[ $attack8, enf_atk13 ] {ai_face();}; +void() enf_atk13 =[ $attack9, enf_atk14 ] {ai_face();}; +void() enf_atk14 =[ $attack10, enf_run1 ] {ai_face(); +SUB_CheckRefire (enf_atk1); +}; + +void() enf_paina1 =[ $paina1, enf_paina2 ] {}; +void() enf_paina2 =[ $paina2, enf_paina3 ] {}; +void() enf_paina3 =[ $paina3, enf_paina4 ] {}; +void() enf_paina4 =[ $paina4, enf_run1 ] {}; + +void() enf_painb1 =[ $painb1, enf_painb2 ] {}; +void() enf_painb2 =[ $painb2, enf_painb3 ] {}; +void() enf_painb3 =[ $painb3, enf_painb4 ] {}; +void() enf_painb4 =[ $painb4, enf_painb5 ] {}; +void() enf_painb5 =[ $painb5, enf_run1 ] {}; + +void() enf_painc1 =[ $painc1, enf_painc2 ] {}; +void() enf_painc2 =[ $painc2, enf_painc3 ] {}; +void() enf_painc3 =[ $painc3, enf_painc4 ] {}; +void() enf_painc4 =[ $painc4, enf_painc5 ] {}; +void() enf_painc5 =[ $painc5, enf_painc6 ] {}; +void() enf_painc6 =[ $painc6, enf_painc7 ] {}; +void() enf_painc7 =[ $painc7, enf_painc8 ] {}; +void() enf_painc8 =[ $painc8, enf_run1 ] {}; + +void() enf_paind1 =[ $paind1, enf_paind2 ] {}; +void() enf_paind2 =[ $paind2, enf_paind3 ] {}; +void() enf_paind3 =[ $paind3, enf_paind4 ] {}; +void() enf_paind4 =[ $paind4, enf_paind5 ] {ai_painforward(2);}; +void() enf_paind5 =[ $paind5, enf_paind6 ] {ai_painforward(1);}; +void() enf_paind6 =[ $paind6, enf_paind7 ] {}; +void() enf_paind7 =[ $paind7, enf_paind8 ] {}; +void() enf_paind8 =[ $paind8, enf_paind9 ] {}; +void() enf_paind9 =[ $paind9, enf_paind10 ] {}; +void() enf_paind10 =[ $paind10, enf_paind11 ] {}; +void() enf_paind11 =[ $paind11, enf_paind12 ] {ai_painforward(1);}; +void() enf_paind12 =[ $paind12, enf_paind13 ] {ai_painforward(1);}; +void() enf_paind13 =[ $paind13, enf_paind14 ] {ai_painforward(1);}; +void() enf_paind14 =[ $paind14, enf_paind15 ] {}; +void() enf_paind15 =[ $paind15, enf_paind16 ] {}; +void() enf_paind16 =[ $paind16, enf_paind17 ] {ai_pain(1);}; +void() enf_paind17 =[ $paind17, enf_paind18 ] {ai_pain(1);}; +void() enf_paind18 =[ $paind18, enf_paind19 ] {}; +void() enf_paind19 =[ $paind19, enf_run1 ] {}; + +void(entity attacker, float damage) enf_pain = +{ + local float r; + + r = random (); + if (self.pain_finished > time) + return; + + + if (r < 0.5) + sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM); + + if (r < 0.2) + { + self.pain_finished = time + 1; + enf_paina1 (); + } + else if (r < 0.4) + { + self.pain_finished = time + 1; + enf_painb1 (); + } + else if (r < 0.7) + { + self.pain_finished = time + 1; + enf_painc1 (); + } + else + { + self.pain_finished = time + 2; + enf_paind1 (); + } +}; + +//============================================================================ + + + + +void() enf_die1 =[ $death1, enf_die2 ] {}; +void() enf_die2 =[ $death2, enf_die3 ] {}; +void() enf_die3 =[ $death3, enf_die4 ] +{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();}; +void() enf_die4 =[ $death4, enf_die5 ] {ai_forward(14);}; +void() enf_die5 =[ $death5, enf_die6 ] {ai_forward(2);}; +void() enf_die6 =[ $death6, enf_die7 ] {}; +void() enf_die7 =[ $death7, enf_die8 ] {}; +void() enf_die8 =[ $death8, enf_die9 ] {}; +void() enf_die9 =[ $death9, enf_die10 ] {ai_forward(3);}; +void() enf_die10 =[ $death10, enf_die11 ] {ai_forward(5);}; +void() enf_die11 =[ $death11, enf_die12 ] {ai_forward(5);}; +void() enf_die12 =[ $death12, enf_die13 ] {ai_forward(5);}; +void() enf_die13 =[ $death13, enf_die14 ] {}; +void() enf_die14 =[ $death14, enf_die14 ] {}; + +void() enf_fdie1 =[ $fdeath1, enf_fdie2 ] { + +}; +void() enf_fdie2 =[ $fdeath2, enf_fdie3 ] {}; +void() enf_fdie3 =[ $fdeath3, enf_fdie4 ] +{self.solid = SOLID_NOT;self.ammo_cells = 5;DropBackpack();}; +void() enf_fdie4 =[ $fdeath4, enf_fdie5 ] {}; +void() enf_fdie5 =[ $fdeath5, enf_fdie6 ] {}; +void() enf_fdie6 =[ $fdeath6, enf_fdie7 ] {}; +void() enf_fdie7 =[ $fdeath7, enf_fdie8 ] {}; +void() enf_fdie8 =[ $fdeath8, enf_fdie9 ] {}; +void() enf_fdie9 =[ $fdeath9, enf_fdie10 ] {}; +void() enf_fdie10 =[ $fdeath10, enf_fdie11 ] {}; +void() enf_fdie11 =[ $fdeath11, enf_fdie11 ] {}; + + +void() enf_die = +{ +// check for gib + if (self.health < -35) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_mega.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM); + if (random() > 0.5) + enf_die1 (); + else + enf_fdie1 (); +}; + + +/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush + +*/ +void() monster_enforcer = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/enforcer.mdl"); + precache_model2 ("progs/h_mega.mdl"); + precache_model2 ("progs/laser.mdl"); + + precache_sound2 ("enforcer/death1.wav"); + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + precache_sound2 ("enforcer/idle1.wav"); + precache_sound2 ("enforcer/pain1.wav"); + precache_sound2 ("enforcer/pain2.wav"); + precache_sound2 ("enforcer/sight1.wav"); + precache_sound2 ("enforcer/sight2.wav"); + precache_sound2 ("enforcer/sight3.wav"); + precache_sound2 ("enforcer/sight4.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/enforcer.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 80; + + self.th_stand = enf_stand1; + self.th_walk = enf_walk1; + self.th_run = enf_run1; + self.th_pain = enf_pain; + self.th_die = enf_die; + self.th_missile = enf_atk1; + + walkmonster_start(); +}; diff --git a/fight.qc b/fight.qc new file mode 100644 index 0000000..a8999a4 --- /dev/null +++ b/fight.qc @@ -0,0 +1,409 @@ + +/* + +A monster is in fight mode if it thinks it can effectively attack its +enemy. + +When it decides it can't attack, it goes into hunt mode. + +*/ + +float(float v) anglemod; + +void() knight_atk1; +void() knight_runatk1; +void() ogre_smash1; +void() ogre_swing1; + +void() sham_smash1; +void() sham_swingr1; +void() sham_swingl1; + +float() DemonCheckAttack; +void(float side) Demon_Melee; + +void(vector dest) ChooseTurn; + +void() ai_face; + + +float enemy_vis, enemy_infront, enemy_range; +float enemy_yaw; + + +void() knight_attack = +{ + local float len; + +// decide if now is a good swing time + len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs)); + + if (len<80) + knight_atk1 (); + else + knight_runatk1 (); +}; + +//============================================================================= + +/* +=========== +CheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float() CheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + 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) + return FALSE; // don't have a clear shot + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (enemy_range == RANGE_MELEE) + { // melee attack + if (self.th_melee) + { + if (self.classname == "monster_knight") + knight_attack (); + else + self.th_melee (); + return TRUE; + } + } + +// missile attack + if (!self.th_missile) + return FALSE; + + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + return FALSE; + + if (enemy_range == RANGE_MELEE) + { + chance = 0.9; + self.attack_finished = 0; + } + else if (enemy_range == RANGE_NEAR) + { + if (self.th_melee) + chance = 0.2; + else + chance = 0.4; + } + else if (enemy_range == RANGE_MID) + { + if (self.th_melee) + chance = 0.05; + else + chance = 0.1; + } + else + chance = 0; + + if (random () < chance) + { + self.th_missile (); + SUB_AttackFinished (2*random()); + return TRUE; + } + + return FALSE; +}; + + +/* +============= +ai_face + +Stay facing the enemy +============= +*/ +void() ai_face = +{ + self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); + ChangeYaw (); +}; + +/* +============= +ai_charge + +The monster is in a melee attack, so get as close as possible to .enemy +============= +*/ +float (entity targ) visible; +float(entity targ) infront; +float(entity targ) range; + +void(float d) ai_charge = +{ + ai_face (); + movetogoal (d); // done in C code... +}; + +void() ai_charge_side = +{ + local vector dtemp; + local float heading; + +// aim to the left of the enemy for a flyby + + self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); + ChangeYaw (); + + makevectors (self.angles); + dtemp = self.enemy.origin - 30*v_right; + heading = vectoyaw(dtemp - self.origin); + + walkmove(heading, 20); +}; + + +/* +============= +ai_melee + +============= +*/ +void() ai_melee = +{ + local vector delta; + local float ldmg; + + if (!self.enemy) + return; // removed before stroke + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 60) + return; + + ldmg = (random() + random() + random()) * 3; + T_Damage (self.enemy, self, self, ldmg); +}; + + +void() ai_melee_side = +{ + local vector delta; + local float ldmg; + + if (!self.enemy) + return; // removed before stroke + + ai_charge_side(); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 60) + return; + if (!CanDamage (self.enemy, self)) + return; + ldmg = (random() + random() + random()) * 3; + T_Damage (self.enemy, self, self, ldmg); +}; + + +//============================================================================= + +/* +=========== +SoldierCheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float() SoldierCheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + 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_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_ent != targ) + return FALSE; // don't have a clear shot + + +// missile attack + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + return FALSE; + + if (enemy_range == RANGE_MELEE) + chance = 0.9; + else if (enemy_range == RANGE_NEAR) + chance = 0.4; + else if (enemy_range == RANGE_MID) + chance = 0.05; + else + chance = 0; + + if (random () < chance) + { + self.th_missile (); + SUB_AttackFinished (1 + random()); + if (random() < 0.3) + self.lefty = !self.lefty; + + return TRUE; + } + + return FALSE; +}; +//============================================================================= + +/* +=========== +ShamCheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float() ShamCheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + local float enemy_yaw; + + if (enemy_range == RANGE_MELEE) + { + if (CanDamage (self.enemy, self)) + { + self.attack_state = AS_MELEE; + return TRUE; + } + } + + if (time < self.attack_finished) + return FALSE; + + if (!enemy_vis) + 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; + + if (vlen(spot1 - spot2) > 600) + return FALSE; + + traceline (spot1, spot2, FALSE, self); + + if (trace_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_ent != targ) + { + return FALSE; // don't have a clear shot + } + +// missile attack + if (enemy_range == RANGE_FAR) + return FALSE; + + self.attack_state = AS_MISSILE; + SUB_AttackFinished (2 + 2*random()); + return TRUE; +}; + +//============================================================================ + +/* +=========== +OgreCheckAttack + +The player is in view, so decide to move or launch an attack +Returns FALSE if movement should continue +============ +*/ +float() OgreCheckAttack = +{ + local vector spot1, spot2; + local entity targ; + local float chance; + + if (enemy_range == RANGE_MELEE) + { + if (CanDamage (self.enemy, self)) + { + self.attack_state = AS_MELEE; + return TRUE; + } + } + + if (time < self.attack_finished) + return FALSE; + + if (!enemy_vis) + 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_inopen && trace_inwater) + return FALSE; // sight line crossed contents + + if (trace_ent != targ) + { + return FALSE; // don't have a clear shot + } + +// missile attack + if (time < self.attack_finished) + return FALSE; + + if (enemy_range == RANGE_FAR) + return FALSE; + + else if (enemy_range == RANGE_NEAR) + chance = 0.10; + else if (enemy_range == RANGE_MID) + chance = 0.05; + else + chance = 0; + + self.attack_state = AS_MISSILE; + SUB_AttackFinished (1 + 2*random()); + return TRUE; +}; + diff --git a/fish.qc b/fish.qc new file mode 100644 index 0000000..ce6e26e --- /dev/null +++ b/fish.qc @@ -0,0 +1,186 @@ +$cd id1/models/fish +$origin 0 0 24 +$base base +$skin skin + +$frame attack1 attack2 attack3 attack4 attack5 attack6 +$frame attack7 attack8 attack9 attack10 attack11 attack12 attack13 +$frame attack14 attack15 attack16 attack17 attack18 + +$frame death1 death2 death3 death4 death5 death6 death7 +$frame death8 death9 death10 death11 death12 death13 death14 death15 +$frame death16 death17 death18 death19 death20 death21 + +$frame swim1 swim2 swim3 swim4 swim5 swim6 swim7 swim8 +$frame swim9 swim10 swim11 swim12 swim13 swim14 swim15 swim16 swim17 +$frame swim18 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8 +$frame pain9 + +void() swimmonster_start; + +void() f_stand1 =[ $swim1, f_stand2 ] {ai_stand();}; +void() f_stand2 =[ $swim2, f_stand3 ] {ai_stand();}; +void() f_stand3 =[ $swim3, f_stand4 ] {ai_stand();}; +void() f_stand4 =[ $swim4, f_stand5 ] {ai_stand();}; +void() f_stand5 =[ $swim5, f_stand6 ] {ai_stand();}; +void() f_stand6 =[ $swim6, f_stand7 ] {ai_stand();}; +void() f_stand7 =[ $swim7, f_stand8 ] {ai_stand();}; +void() f_stand8 =[ $swim8, f_stand9 ] {ai_stand();}; +void() f_stand9 =[ $swim9, f_stand10 ] {ai_stand();}; +void() f_stand10 =[ $swim10, f_stand11 ] {ai_stand();}; +void() f_stand11 =[ $swim11, f_stand12 ] {ai_stand();}; +void() f_stand12 =[ $swim12, f_stand13 ] {ai_stand();}; +void() f_stand13 =[ $swim13, f_stand14 ] {ai_stand();}; +void() f_stand14 =[ $swim14, f_stand15 ] {ai_stand();}; +void() f_stand15 =[ $swim15, f_stand16 ] {ai_stand();}; +void() f_stand16 =[ $swim16, f_stand17 ] {ai_stand();}; +void() f_stand17 =[ $swim17, f_stand18 ] {ai_stand();}; +void() f_stand18 =[ $swim18, f_stand1 ] {ai_stand();}; + +void() f_walk1 =[ $swim1, f_walk2 ] {ai_walk(8);}; +void() f_walk2 =[ $swim2, f_walk3 ] {ai_walk(8);}; +void() f_walk3 =[ $swim3, f_walk4 ] {ai_walk(8);}; +void() f_walk4 =[ $swim4, f_walk5 ] {ai_walk(8);}; +void() f_walk5 =[ $swim5, f_walk6 ] {ai_walk(8);}; +void() f_walk6 =[ $swim6, f_walk7 ] {ai_walk(8);}; +void() f_walk7 =[ $swim7, f_walk8 ] {ai_walk(8);}; +void() f_walk8 =[ $swim8, f_walk9 ] {ai_walk(8);}; +void() f_walk9 =[ $swim9, f_walk10 ] {ai_walk(8);}; +void() f_walk10 =[ $swim10, f_walk11 ] {ai_walk(8);}; +void() f_walk11 =[ $swim11, f_walk12 ] {ai_walk(8);}; +void() f_walk12 =[ $swim12, f_walk13 ] {ai_walk(8);}; +void() f_walk13 =[ $swim13, f_walk14 ] {ai_walk(8);}; +void() f_walk14 =[ $swim14, f_walk15 ] {ai_walk(8);}; +void() f_walk15 =[ $swim15, f_walk16 ] {ai_walk(8);}; +void() f_walk16 =[ $swim16, f_walk17 ] {ai_walk(8);}; +void() f_walk17 =[ $swim17, f_walk18 ] {ai_walk(8);}; +void() f_walk18 =[ $swim18, f_walk1 ] {ai_walk(8);}; + +void() f_run1 =[ $swim1, f_run2 ] {ai_run(12); + if (random() < 0.5) + sound (self, CHAN_VOICE, "fish/idle.wav", 1, ATTN_NORM); +}; +void() f_run2 =[ $swim3, f_run3 ] {ai_run(12);}; +void() f_run3 =[ $swim5, f_run4 ] {ai_run(12);}; +void() f_run4 =[ $swim7, f_run5 ] {ai_run(12);}; +void() f_run5 =[ $swim9, f_run6 ] {ai_run(12);}; +void() f_run6 =[ $swim11, f_run7 ] {ai_run(12);}; +void() f_run7 =[ $swim13, f_run8 ] {ai_run(12);}; +void() f_run8 =[ $swim15, f_run9 ] {ai_run(12);}; +void() f_run9 =[ $swim17, f_run1 ] {ai_run(12);}; + +void() fish_melee = +{ + local vector delta; + local float ldmg; + + if (!self.enemy) + return; // removed before stroke + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 60) + return; + + sound (self, CHAN_VOICE, "fish/bite.wav", 1, ATTN_NORM); + ldmg = (random() + random()) * 3; + T_Damage (self.enemy, self, self, ldmg); +}; + +void() f_attack1 =[ $attack1, f_attack2 ] {ai_charge(10);}; +void() f_attack2 =[ $attack2, f_attack3 ] {ai_charge(10);}; +void() f_attack3 =[ $attack3, f_attack4 ] {fish_melee();}; +void() f_attack4 =[ $attack4, f_attack5 ] {ai_charge(10);}; +void() f_attack5 =[ $attack5, f_attack6 ] {ai_charge(10);}; +void() f_attack6 =[ $attack6, f_attack7 ] {ai_charge(10);}; +void() f_attack7 =[ $attack7, f_attack8 ] {ai_charge(10);}; +void() f_attack8 =[ $attack8, f_attack9 ] {ai_charge(10);}; +void() f_attack9 =[ $attack9, f_attack10] {fish_melee();}; +void() f_attack10 =[ $attack10, f_attack11] {ai_charge(10);}; +void() f_attack11 =[ $attack11, f_attack12] {ai_charge(10);}; +void() f_attack12 =[ $attack12, f_attack13] {ai_charge(10);}; +void() f_attack13 =[ $attack13, f_attack14] {ai_charge(10);}; +void() f_attack14 =[ $attack14, f_attack15] {ai_charge(10);}; +void() f_attack15 =[ $attack15, f_attack16] {fish_melee();}; +void() f_attack16 =[ $attack16, f_attack17] {ai_charge(10);}; +void() f_attack17 =[ $attack17, f_attack18] {ai_charge(10);}; +void() f_attack18 =[ $attack18, f_run1 ] {ai_charge(10);}; + +void() f_death1 =[ $death1, f_death2 ] { +sound (self, CHAN_VOICE, "fish/death.wav", 1, ATTN_NORM); +}; +void() f_death2 =[ $death2, f_death3 ] {}; +void() f_death3 =[ $death3, f_death4 ] {}; +void() f_death4 =[ $death4, f_death5 ] {}; +void() f_death5 =[ $death5, f_death6 ] {}; +void() f_death6 =[ $death6, f_death7 ] {}; +void() f_death7 =[ $death7, f_death8 ] {}; +void() f_death8 =[ $death8, f_death9 ] {}; +void() f_death9 =[ $death9, f_death10 ] {}; +void() f_death10 =[ $death10, f_death11 ] {}; +void() f_death11 =[ $death11, f_death12 ] {}; +void() f_death12 =[ $death12, f_death13 ] {}; +void() f_death13 =[ $death13, f_death14 ] {}; +void() f_death14 =[ $death14, f_death15 ] {}; +void() f_death15 =[ $death15, f_death16 ] {}; +void() f_death16 =[ $death16, f_death17 ] {}; +void() f_death17 =[ $death17, f_death18 ] {}; +void() f_death18 =[ $death18, f_death19 ] {}; +void() f_death19 =[ $death19, f_death20 ] {}; +void() f_death20 =[ $death20, f_death21 ] {}; +void() f_death21 =[ $death21, f_death21 ] {self.solid = SOLID_NOT;}; + +void() f_pain1 =[ $pain1, f_pain2 ] {}; +void() f_pain2 =[ $pain2, f_pain3 ] {ai_pain(6);}; +void() f_pain3 =[ $pain3, f_pain4 ] {ai_pain(6);}; +void() f_pain4 =[ $pain4, f_pain5 ] {ai_pain(6);}; +void() f_pain5 =[ $pain5, f_pain6 ] {ai_pain(6);}; +void() f_pain6 =[ $pain6, f_pain7 ] {ai_pain(6);}; +void() f_pain7 =[ $pain7, f_pain8 ] {ai_pain(6);}; +void() f_pain8 =[ $pain8, f_pain9 ] {ai_pain(6);}; +void() f_pain9 =[ $pain9, f_run1 ] {ai_pain(6);}; + +void(entity attacker, float damage) fish_pain = +{ + +// fish allways do pain frames + f_pain1 (); +}; + + + +/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush +*/ +void() monster_fish = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/fish.mdl"); + + precache_sound2 ("fish/death.wav"); + precache_sound2 ("fish/bite.wav"); + precache_sound2 ("fish/idle.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/fish.mdl"); + + setsize (self, '-16 -16 -24', '16 16 24'); + self.health = 25; + + self.th_stand = f_stand1; + self.th_walk = f_walk1; + self.th_run = f_run1; + self.th_die = f_death1; + self.th_pain = fish_pain; + self.th_melee = f_attack1; + + swimmonster_start (); +}; + diff --git a/flag.qc b/flag.qc new file mode 100644 index 0000000..44daa00 --- /dev/null +++ b/flag.qc @@ -0,0 +1,8 @@ +/*QUAKED item_deathball (.3 .3 1) (0 0 0) (32 32 32) +*/ +void() deathball_touch; + +void() item_deathball = +{ + self.touch = deathball_touch; +}; \ No newline at end of file diff --git a/hknight.qc b/hknight.qc new file mode 100644 index 0000000..0e239e0 --- /dev/null +++ b/hknight.qc @@ -0,0 +1,440 @@ +/* +============================================================================== + +KNIGHT + +============================================================================== +*/ + +$cd id1/models/knight2 +$origin 0 0 24 +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 +$frame walk10 walk11 walk12 walk13 walk14 walk15 walk16 walk17 +$frame walk18 walk19 walk20 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame pain1 pain2 pain3 pain4 pain5 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 death11 death12 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 + +$frame char_a1 char_a2 char_a3 char_a4 char_a5 char_a6 char_a7 char_a8 +$frame char_a9 char_a10 char_a11 char_a12 char_a13 char_a14 char_a15 char_a16 + +$frame magica1 magica2 magica3 magica4 magica5 magica6 magica7 magica8 +$frame magica9 magica10 magica11 magica12 magica13 magica14 + +$frame magicb1 magicb2 magicb3 magicb4 magicb5 magicb6 magicb7 magicb8 +$frame magicb9 magicb10 magicb11 magicb12 magicb13 + +$frame char_b1 char_b2 char_b3 char_b4 char_b5 char_b6 + +$frame slice1 slice2 slice3 slice4 slice5 slice6 slice7 slice8 slice9 slice10 + +$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 smash8 smash9 smash10 +$frame smash11 + +$frame w_attack1 w_attack2 w_attack3 w_attack4 w_attack5 w_attack6 w_attack7 +$frame w_attack8 w_attack9 w_attack10 w_attack11 w_attack12 w_attack13 w_attack14 +$frame w_attack15 w_attack16 w_attack17 w_attack18 w_attack19 w_attack20 +$frame w_attack21 w_attack22 + +$frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8 +$frame magicc9 magicc10 magicc11 + + +void() hknight_char_a1; +void() hknight_run1; +void() hk_idle_sound; + +void(float offset) hknight_shot = +{ + local vector offang; + local vector org, vec; + + offang = vectoangles (self.enemy.origin - self.origin); + offang_y = offang_y + offset * 6; + + makevectors (offang); + + org = self.origin + self.mins + self.size*0.5 + v_forward * 20; + +// set missile speed + vec = normalize (v_forward); + vec_z = 0 - vec_z + (random() - 0.5)*0.1; + + launch_spike (org, vec); + newmis.classname = "knightspike"; + setmodel (newmis, "progs/k_spike.mdl"); + setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); + newmis.velocity = vec*300; + sound (self, CHAN_WEAPON, "hknight/attack1.wav", 1, ATTN_NORM); +}; + +void() CheckForCharge = +{ +// check for mad charge +if (!enemy_vis) + return; +if (time < self.attack_finished) + return; +if ( fabs(self.origin_z - self.enemy.origin_z) > 20) + return; // too much height change +if ( vlen (self.origin - self.enemy.origin) < 80) + return; // use regular attack + +// charge + SUB_AttackFinished (2); + hknight_char_a1 (); + +}; + +void() CheckContinueCharge = +{ + if (time > self.attack_finished) + { + SUB_AttackFinished (3); + hknight_run1 (); + return; // done charging + } + if (random() > 0.5) + sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); + else + sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); +}; + +//=========================================================================== + +void() hknight_stand1 =[ $stand1, hknight_stand2 ] {ai_stand();}; +void() hknight_stand2 =[ $stand2, hknight_stand3 ] {ai_stand();}; +void() hknight_stand3 =[ $stand3, hknight_stand4 ] {ai_stand();}; +void() hknight_stand4 =[ $stand4, hknight_stand5 ] {ai_stand();}; +void() hknight_stand5 =[ $stand5, hknight_stand6 ] {ai_stand();}; +void() hknight_stand6 =[ $stand6, hknight_stand7 ] {ai_stand();}; +void() hknight_stand7 =[ $stand7, hknight_stand8 ] {ai_stand();}; +void() hknight_stand8 =[ $stand8, hknight_stand9 ] {ai_stand();}; +void() hknight_stand9 =[ $stand9, hknight_stand1 ] {ai_stand();}; + +//=========================================================================== + +void() hknight_walk1 =[ $walk1, hknight_walk2 ] { +hk_idle_sound(); +ai_walk(2);}; +void() hknight_walk2 =[ $walk2, hknight_walk3 ] {ai_walk(5);}; +void() hknight_walk3 =[ $walk3, hknight_walk4 ] {ai_walk(5);}; +void() hknight_walk4 =[ $walk4, hknight_walk5 ] {ai_walk(4);}; +void() hknight_walk5 =[ $walk5, hknight_walk6 ] {ai_walk(4);}; +void() hknight_walk6 =[ $walk6, hknight_walk7 ] {ai_walk(2);}; +void() hknight_walk7 =[ $walk7, hknight_walk8 ] {ai_walk(2);}; +void() hknight_walk8 =[ $walk8, hknight_walk9 ] {ai_walk(3);}; +void() hknight_walk9 =[ $walk9, hknight_walk10 ] {ai_walk(3);}; +void() hknight_walk10 =[ $walk10, hknight_walk11 ] {ai_walk(4);}; +void() hknight_walk11 =[ $walk11, hknight_walk12 ] {ai_walk(3);}; +void() hknight_walk12 =[ $walk12, hknight_walk13 ] {ai_walk(4);}; +void() hknight_walk13 =[ $walk13, hknight_walk14 ] {ai_walk(6);}; +void() hknight_walk14 =[ $walk14, hknight_walk15 ] {ai_walk(2);}; +void() hknight_walk15 =[ $walk15, hknight_walk16 ] {ai_walk(2);}; +void() hknight_walk16 =[ $walk16, hknight_walk17 ] {ai_walk(4);}; +void() hknight_walk17 =[ $walk17, hknight_walk18 ] {ai_walk(3);}; +void() hknight_walk18 =[ $walk18, hknight_walk19 ] {ai_walk(3);}; +void() hknight_walk19 =[ $walk19, hknight_walk20 ] {ai_walk(3);}; +void() hknight_walk20 =[ $walk20, hknight_walk1 ] {ai_walk(2);}; + +//=========================================================================== + +void() hknight_run1 =[ $run1, hknight_run2 ] { +hk_idle_sound(); +ai_run (20); CheckForCharge (); }; +void() hknight_run2 =[ $run2, hknight_run3 ] {ai_run(25);}; +void() hknight_run3 =[ $run3, hknight_run4 ] {ai_run(18);}; +void() hknight_run4 =[ $run4, hknight_run5 ] {ai_run(16);}; +void() hknight_run5 =[ $run5, hknight_run6 ] {ai_run(14);}; +void() hknight_run6 =[ $run6, hknight_run7 ] {ai_run(25);}; +void() hknight_run7 =[ $run7, hknight_run8 ] {ai_run(21);}; +void() hknight_run8 =[ $run8, hknight_run1 ] {ai_run(13);}; + +//============================================================================ + +void() hknight_pain1 =[ $pain1, hknight_pain2 ] {sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM);}; +void() hknight_pain2 =[ $pain2, hknight_pain3 ] {}; +void() hknight_pain3 =[ $pain3, hknight_pain4 ] {}; +void() hknight_pain4 =[ $pain4, hknight_pain5 ] {}; +void() hknight_pain5 =[ $pain5, hknight_run1 ] {}; + +//============================================================================ + +void() hknight_die1 =[ $death1, hknight_die2 ] {ai_forward(10);}; +void() hknight_die2 =[ $death2, hknight_die3 ] {ai_forward(8);}; +void() hknight_die3 =[ $death3, hknight_die4 ] +{self.solid = SOLID_NOT; ai_forward(7);}; +void() hknight_die4 =[ $death4, hknight_die5 ] {}; +void() hknight_die5 =[ $death5, hknight_die6 ] {}; +void() hknight_die6 =[ $death6, hknight_die7 ] {}; +void() hknight_die7 =[ $death7, hknight_die8 ] {}; +void() hknight_die8 =[ $death8, hknight_die9 ] {ai_forward(10);}; +void() hknight_die9 =[ $death9, hknight_die10 ] {ai_forward(11);}; +void() hknight_die10 =[ $death10, hknight_die11 ] {}; +void() hknight_die11 =[ $death11, hknight_die12 ] {}; +void() hknight_die12 =[ $death12, hknight_die12 ] {}; + +void() hknight_dieb1 =[ $deathb1, hknight_dieb2 ] {}; +void() hknight_dieb2 =[ $deathb2, hknight_dieb3 ] {}; +void() hknight_dieb3 =[ $deathb3, hknight_dieb4 ] +{self.solid = SOLID_NOT;}; +void() hknight_dieb4 =[ $deathb4, hknight_dieb5 ] {}; +void() hknight_dieb5 =[ $deathb5, hknight_dieb6 ] {}; +void() hknight_dieb6 =[ $deathb6, hknight_dieb7 ] {}; +void() hknight_dieb7 =[ $deathb7, hknight_dieb8 ] {}; +void() hknight_dieb8 =[ $deathb8, hknight_dieb9 ] {}; +void() hknight_dieb9 =[ $deathb9, hknight_dieb9 ] {}; + +void() hknight_die = +{ +// check for gib + if (self.health < -40) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_hellkn.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "hknight/death1.wav", 1, ATTN_NORM); + if (random() > 0.5) + hknight_die1 (); + else + hknight_dieb1 (); +}; + + +//============================================================================ + +void() hknight_magica1 =[ $magica1, hknight_magica2 ] {ai_face();}; +void() hknight_magica2 =[ $magica2, hknight_magica3 ] {ai_face();}; +void() hknight_magica3 =[ $magica3, hknight_magica4 ] {ai_face();}; +void() hknight_magica4 =[ $magica4, hknight_magica5 ] {ai_face();}; +void() hknight_magica5 =[ $magica5, hknight_magica6 ] {ai_face();}; +void() hknight_magica6 =[ $magica6, hknight_magica7 ] {ai_face();}; +void() hknight_magica7 =[ $magica7, hknight_magica8 ] {hknight_shot(-2);}; +void() hknight_magica8 =[ $magica8, hknight_magica9 ] {hknight_shot(-1);}; +void() hknight_magica9 =[ $magica9, hknight_magica10] {hknight_shot(0);}; +void() hknight_magica10 =[ $magica10, hknight_magica11] {hknight_shot(1);}; +void() hknight_magica11 =[ $magica11, hknight_magica12] {hknight_shot(2);}; +void() hknight_magica12 =[ $magica12, hknight_magica13] {hknight_shot(3);}; +void() hknight_magica13 =[ $magica13, hknight_magica14] {ai_face();}; +void() hknight_magica14 =[ $magica14, hknight_run1 ] {ai_face();}; + +//============================================================================ + +void() hknight_magicb1 =[ $magicb1, hknight_magicb2 ] {ai_face();}; +void() hknight_magicb2 =[ $magicb2, hknight_magicb3 ] {ai_face();}; +void() hknight_magicb3 =[ $magicb3, hknight_magicb4 ] {ai_face();}; +void() hknight_magicb4 =[ $magicb4, hknight_magicb5 ] {ai_face();}; +void() hknight_magicb5 =[ $magicb5, hknight_magicb6 ] {ai_face();}; +void() hknight_magicb6 =[ $magicb6, hknight_magicb7 ] {ai_face();}; +void() hknight_magicb7 =[ $magicb7, hknight_magicb8 ] {hknight_shot(-2);}; +void() hknight_magicb8 =[ $magicb8, hknight_magicb9 ] {hknight_shot(-1);}; +void() hknight_magicb9 =[ $magicb9, hknight_magicb10] {hknight_shot(0);}; +void() hknight_magicb10 =[ $magicb10, hknight_magicb11] {hknight_shot(1);}; +void() hknight_magicb11 =[ $magicb11, hknight_magicb12] {hknight_shot(2);}; +void() hknight_magicb12 =[ $magicb12, hknight_magicb13] {hknight_shot(3);}; +void() hknight_magicb13 =[ $magicb13, hknight_run1] {ai_face();}; + +//============================================================================ + +void() hknight_magicc1 =[ $magicc1, hknight_magicc2 ] {ai_face();}; +void() hknight_magicc2 =[ $magicc2, hknight_magicc3 ] {ai_face();}; +void() hknight_magicc3 =[ $magicc3, hknight_magicc4 ] {ai_face();}; +void() hknight_magicc4 =[ $magicc4, hknight_magicc5 ] {ai_face();}; +void() hknight_magicc5 =[ $magicc5, hknight_magicc6 ] {ai_face();}; +void() hknight_magicc6 =[ $magicc6, hknight_magicc7 ] {hknight_shot(-2);}; +void() hknight_magicc7 =[ $magicc7, hknight_magicc8 ] {hknight_shot(-1);}; +void() hknight_magicc8 =[ $magicc8, hknight_magicc9 ] {hknight_shot(0);}; +void() hknight_magicc9 =[ $magicc9, hknight_magicc10] {hknight_shot(1);}; +void() hknight_magicc10 =[ $magicc10, hknight_magicc11] {hknight_shot(2);}; +void() hknight_magicc11 =[ $magicc11, hknight_run1] {hknight_shot(3);}; + +//=========================================================================== + +void() hknight_char_a1 =[ $char_a1, hknight_char_a2 ] {ai_charge(20);}; +void() hknight_char_a2 =[ $char_a2, hknight_char_a3 ] {ai_charge(25);}; +void() hknight_char_a3 =[ $char_a3, hknight_char_a4 ] {ai_charge(18);}; +void() hknight_char_a4 =[ $char_a4, hknight_char_a5 ] {ai_charge(16);}; +void() hknight_char_a5 =[ $char_a5, hknight_char_a6 ] {ai_charge(14);}; +void() hknight_char_a6 =[ $char_a6, hknight_char_a7 ] {ai_charge(20); ai_melee();}; +void() hknight_char_a7 =[ $char_a7, hknight_char_a8 ] {ai_charge(21); ai_melee();}; +void() hknight_char_a8 =[ $char_a8, hknight_char_a9 ] {ai_charge(13); ai_melee();}; +void() hknight_char_a9 =[ $char_a9, hknight_char_a10 ] {ai_charge(20); ai_melee();}; +void() hknight_char_a10=[ $char_a10, hknight_char_a11 ] {ai_charge(20); ai_melee();}; +void() hknight_char_a11=[ $char_a11, hknight_char_a12 ] {ai_charge(18); ai_melee();}; +void() hknight_char_a12=[ $char_a12, hknight_char_a13 ] {ai_charge(16);}; +void() hknight_char_a13=[ $char_a13, hknight_char_a14 ] {ai_charge(14);}; +void() hknight_char_a14=[ $char_a14, hknight_char_a15 ] {ai_charge(25);}; +void() hknight_char_a15=[ $char_a15, hknight_char_a16 ] {ai_charge(21);}; +void() hknight_char_a16=[ $char_a16, hknight_run1 ] {ai_charge(13);}; + +//=========================================================================== + +void() hknight_char_b1 =[ $char_b1, hknight_char_b2 ] +{CheckContinueCharge (); ai_charge(23); ai_melee();}; +void() hknight_char_b2 =[ $char_b2, hknight_char_b3 ] {ai_charge(17); ai_melee();}; +void() hknight_char_b3 =[ $char_b3, hknight_char_b4 ] {ai_charge(12); ai_melee();}; +void() hknight_char_b4 =[ $char_b4, hknight_char_b5 ] {ai_charge(22); ai_melee();}; +void() hknight_char_b5 =[ $char_b5, hknight_char_b6 ] {ai_charge(18); ai_melee();}; +void() hknight_char_b6 =[ $char_b6, hknight_char_b1 ] {ai_charge(8); ai_melee();}; + +//=========================================================================== + +void() hknight_slice1 =[ $slice1, hknight_slice2 ] {ai_charge(9);}; +void() hknight_slice2 =[ $slice2, hknight_slice3 ] {ai_charge(6);}; +void() hknight_slice3 =[ $slice3, hknight_slice4 ] {ai_charge(13);}; +void() hknight_slice4 =[ $slice4, hknight_slice5 ] {ai_charge(4);}; +void() hknight_slice5 =[ $slice5, hknight_slice6 ] {ai_charge(7); ai_melee();}; +void() hknight_slice6 =[ $slice6, hknight_slice7 ] {ai_charge(15); ai_melee();}; +void() hknight_slice7 =[ $slice7, hknight_slice8 ] {ai_charge(8); ai_melee();}; +void() hknight_slice8 =[ $slice8, hknight_slice9 ] {ai_charge(2); ai_melee();}; +void() hknight_slice9 =[ $slice9, hknight_slice10 ] {ai_melee();}; +void() hknight_slice10 =[ $slice10, hknight_run1 ] {ai_charge(3);}; + +//=========================================================================== + +void() hknight_smash1 =[ $smash1, hknight_smash2 ] {ai_charge(1);}; +void() hknight_smash2 =[ $smash2, hknight_smash3 ] {ai_charge(13);}; +void() hknight_smash3 =[ $smash3, hknight_smash4 ] {ai_charge(9);}; +void() hknight_smash4 =[ $smash4, hknight_smash5 ] {ai_charge(11);}; +void() hknight_smash5 =[ $smash5, hknight_smash6 ] {ai_charge(10); ai_melee();}; +void() hknight_smash6 =[ $smash6, hknight_smash7 ] {ai_charge(7); ai_melee();}; +void() hknight_smash7 =[ $smash7, hknight_smash8 ] {ai_charge(12); ai_melee();}; +void() hknight_smash8 =[ $smash8, hknight_smash9 ] {ai_charge(2); ai_melee();}; +void() hknight_smash9 =[ $smash9, hknight_smash10 ] {ai_charge(3); ai_melee();}; +void() hknight_smash10 =[ $smash10, hknight_smash11 ] {ai_charge(0);}; +void() hknight_smash11 =[ $smash11, hknight_run1 ] {ai_charge(0);}; + +//============================================================================ + +void() hknight_watk1 =[ $w_attack1, hknight_watk2 ] {ai_charge(2);}; +void() hknight_watk2 =[ $w_attack2, hknight_watk3 ] {ai_charge(0);}; +void() hknight_watk3 =[ $w_attack3, hknight_watk4 ] {ai_charge(0);}; +void() hknight_watk4 =[ $w_attack4, hknight_watk5 ] {ai_melee();}; +void() hknight_watk5 =[ $w_attack5, hknight_watk6 ] {ai_melee();}; +void() hknight_watk6 =[ $w_attack6, hknight_watk7 ] {ai_melee();}; +void() hknight_watk7 =[ $w_attack7, hknight_watk8 ] {ai_charge(1);}; +void() hknight_watk8 =[ $w_attack8, hknight_watk9 ] {ai_charge(4);}; +void() hknight_watk9 =[ $w_attack9, hknight_watk10 ] {ai_charge(5);}; +void() hknight_watk10 =[ $w_attack10, hknight_watk11 ] {ai_charge(3); ai_melee();}; +void() hknight_watk11 =[ $w_attack11, hknight_watk12 ] {ai_charge(2); ai_melee();}; +void() hknight_watk12 =[ $w_attack12, hknight_watk13 ] {ai_charge(2); ai_melee();}; +void() hknight_watk13 =[ $w_attack13, hknight_watk14 ] {ai_charge(0);}; +void() hknight_watk14 =[ $w_attack14, hknight_watk15 ] {ai_charge(0);}; +void() hknight_watk15 =[ $w_attack15, hknight_watk16 ] {ai_charge(0);}; +void() hknight_watk16 =[ $w_attack16, hknight_watk17 ] {ai_charge(1);}; +void() hknight_watk17 =[ $w_attack17, hknight_watk18 ] {ai_charge(1); ai_melee();}; +void() hknight_watk18 =[ $w_attack18, hknight_watk19 ] {ai_charge(3); ai_melee();}; +void() hknight_watk19 =[ $w_attack19, hknight_watk20 ] {ai_charge(4); ai_melee();}; +void() hknight_watk20 =[ $w_attack20, hknight_watk21 ] {ai_charge(6);}; +void() hknight_watk21 =[ $w_attack21, hknight_watk22 ] {ai_charge(7);}; +void() hknight_watk22 =[ $w_attack22, hknight_run1 ] {ai_charge(3);}; + +//============================================================================ + +void() hk_idle_sound = +{ + if (random() < 0.2) + sound (self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM); +}; + +void(entity attacker, float damage) hknight_pain = +{ + if (self.pain_finished > time) + return; + + sound (self, CHAN_VOICE, "hknight/pain1.wav", 1, ATTN_NORM); + + if (time - self.pain_finished > 5) + { // allways go into pain frame if it has been a while + hknight_pain1 (); + self.pain_finished = time + 1; + return; + } + + if ((random()*30 > damage) ) + return; // didn't flinch + + self.pain_finished = time + 1; + hknight_pain1 (); +}; + +float hknight_type; + +void() hknight_melee = +{ + hknight_type = hknight_type + 1; + + sound (self, CHAN_WEAPON, "hknight/slash1.wav", 1, ATTN_NORM); + if (hknight_type == 1) + hknight_slice1 (); + else if (hknight_type == 2) + hknight_smash1 (); + else if (hknight_type == 3) + { + hknight_watk1 (); + hknight_type = 0; + } +}; + +/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_hell_knight = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/hknight.mdl"); + precache_model2 ("progs/k_spike.mdl"); + precache_model2 ("progs/h_hellkn.mdl"); + + + precache_sound2 ("hknight/attack1.wav"); + precache_sound2 ("hknight/death1.wav"); + precache_sound2 ("hknight/pain1.wav"); + precache_sound2 ("hknight/sight1.wav"); + precache_sound ("hknight/hit.wav"); // used by C code, so don't sound2 + precache_sound2 ("hknight/slash1.wav"); + precache_sound2 ("hknight/idle.wav"); + precache_sound2 ("hknight/grunt.wav"); + + precache_sound ("knight/sword1.wav"); + precache_sound ("knight/sword2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/hknight.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 250; + + self.th_stand = hknight_stand1; + self.th_walk = hknight_walk1; + self.th_run = hknight_run1; + self.th_melee = hknight_melee; + self.th_missile = hknight_magicc1; + self.th_pain = hknight_pain; + self.th_die = hknight_die; + + walkmonster_start (); +}; diff --git a/items.qc b/items.qc new file mode 100644 index 0000000..9fb966c --- /dev/null +++ b/items.qc @@ -0,0 +1,1380 @@ +void() W_SetCurrentAmmo; +/* ALL LIGHTS SHOULD BE 0 1 0 IN COLOR ALL OTHER ITEMS SHOULD +BE .8 .3 .4 IN COLOR */ + + +void() SUB_regen = +{ + self.model = self.mdl; // restore original model + self.solid = SOLID_TRIGGER; // allow it to be touched again + sound (self, CHAN_VOICE, "items/itembk2.wav", 1, ATTN_NORM); // play respawn sound + setorigin (self, self.origin); +}; + + + +/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) +prints a warning message when spawned +*/ +void() noclass = +{ + dprint ("noclass spawned at"); + dprint (vtos(self.origin)); + dprint ("\n"); + remove (self); +}; + + + +/* +============ +PlaceItem + +plants the object on the floor +============ +*/ +void() PlaceItem = +{ + local float oldz; + + self.mdl = self.model; // so it can be restored on respawn + self.flags = FL_ITEM; // make extra wide + self.solid = SOLID_TRIGGER; + self.movetype = MOVETYPE_TOSS; + self.velocity = '0 0 0'; + self.origin_z = self.origin_z + 6; + oldz = self.origin_z; + if (!droptofloor()) + { + dprint ("Bonus item fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + return; + } +}; + +/* +============ +StartItem + +Sets the clipping size and plants the object on the floor +============ +*/ +void() StartItem = +{ + self.nextthink = time + 0.2; // items start after other solids + self.think = PlaceItem; +}; + +/* +========================================================================= + +HEALTH BOX + +========================================================================= +*/ +// +// T_Heal: add health to an entity, limiting health to max_health +// "ignore" will ignore max_health limit +// +float (entity e, float healamount, float ignore) T_Heal = +{ + if (e.health <= 0) + return 0; + if ((!ignore) && (e.health >= other.max_health)) + return 0; + healamount = ceil(healamount); + + e.health = e.health + healamount; + if ((!ignore) && (e.health >= other.max_health)) + e.health = other.max_health; + + if (e.health > 250) + e.health = 250; + return 1; +}; + +/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth +Health box. Normally gives 25 points. +Rotten box heals 5-10 points, +megahealth will add 100 health, then +rot you down to your maximum health limit, +one point per second. +*/ + +float H_ROTTEN = 1; +float H_MEGA = 2; +.float healamount, healtype; +void() health_touch; +void() item_megahealth_rot; + +void() item_health = +{ + self.touch = health_touch; + + if (self.spawnflags & H_ROTTEN) + { + precache_model("maps/b_bh10.bsp"); + + precache_sound("items/r_item1.wav"); + setmodel(self, "maps/b_bh10.bsp"); + self.noise = "items/r_item1.wav"; + self.healamount = 15; + self.healtype = 0; + } + else + if (self.spawnflags & H_MEGA) + { + precache_model("maps/b_bh100.bsp"); + precache_sound("items/r_item2.wav"); + setmodel(self, "maps/b_bh100.bsp"); + self.noise = "items/r_item2.wav"; + self.healamount = 100; + self.healtype = 2; + } + else + { + precache_model("maps/b_bh25.bsp"); + precache_sound("items/health1.wav"); + setmodel(self, "maps/b_bh25.bsp"); + self.noise = "items/health1.wav"; + self.healamount = 25; + self.healtype = 1; + } + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + + +void() health_touch = +{ + local float amount; + local string s; + + if (other.classname != "player") + return; + + if (self.healtype == 2) // Megahealth? Ignore max_health... + { + if (other.health >= 250) + return; + if (!T_Heal(other, self.healamount, 1)) + return; + } + else + { + if (!T_Heal(other, self.healamount, 0)) + return; + } + + sprint(other, "You receive "); + s = ftos(self.healamount); + sprint(other, s); + sprint(other, " health\n"); + +// health touch sound + sound(other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + + stuffcmd (other, "bf\n"); + + self.model = string_null; + self.solid = SOLID_NOT; + + // Megahealth = rot down the player's super health + if (self.healtype == 2) + { + other.g_items = other.g_items | IT_SUPERHEALTH; + self.nextthink = time + 5; + self.think = item_megahealth_rot; + self.owner = other; + } + else + { + if (deathmatch != 2) // deathmatch 2 is the silly old rules + { + if (deathmatch) + self.nextthink = time + 20; + self.think = SUB_regen; + } + } + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + +void() item_megahealth_rot = +{ + other = self.owner; + + if (other.health > other.max_health) + { + other.health = other.health - 1; + self.nextthink = time + 1; + return; + } + +// it is possible for a player to die and respawn between rots, so don't +// just blindly subtract the flag off + other.g_items = other.g_items - (other.g_items & IT_SUPERHEALTH); + + if (deathmatch == 1) // deathmatch 2 is silly old rules + { + self.nextthink = time + 20; + self.think = SUB_regen; + } +}; + +/* +=============================================================================== + +ARMOR + +=============================================================================== +*/ + +void() armor_touch; + +void() armor_touch = +{ + local float type, value, bit; + + if (other.health <= 0) + return; + if (other.classname != "player") + return; + + if (self.classname == "item_armor1") + { + type = 0.3; + value = 100; + bit = IT_ARMOR1; + } + if (self.classname == "item_armor2") + { + type = 0.6; + value = 150; + bit = IT_ARMOR2; + } + if (self.classname == "item_armorInv") + { + type = 0.8; + value = 200; + bit = IT_ARMOR3; + } + if (other.armortype*other.armorvalue >= type*value) + return; + + other.armortype = type; + other.armorvalue = value; + other.g_items = other.g_items - (other.g_items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + bit; + + self.solid = SOLID_NOT; + self.model = string_null; + if (deathmatch == 1) + self.nextthink = time + 20; + self.think = SUB_regen; + + sprint(other, "You got armor\n"); +// armor touch sound + sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() item_armor1 = +{ + self.touch = armor_touch; + precache_model ("progs/armor.mdl"); + setmodel (self, "progs/armor.mdl"); + self.skin = 0; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() item_armor2 = +{ + self.touch = armor_touch; + precache_model ("progs/armor.mdl"); + setmodel (self, "progs/armor.mdl"); + self.skin = 1; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() item_armorInv = +{ + self.touch = armor_touch; + precache_model ("progs/armor.mdl"); + setmodel (self, "progs/armor.mdl"); + self.skin = 2; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/* +=============================================================================== + +WEAPONS + +=============================================================================== +*/ + +void() bound_other_ammo = +{ + if (other.ammo_shells > 100) + other.ammo_shells = 100; + if (other.ammo_nails > 200) + other.ammo_nails = 200; + if (other.ammo_rockets > 100) + other.ammo_rockets = 100; + if (other.ammo_cells > 100) + other.ammo_cells = 100; +}; + + +float(float w) RankForWeapon = +{ + if (w == IT_LIGHTNING) + return 1; + if (w == IT_ROCKET_LAUNCHER) + return 2; + if (w == IT_SUPER_NAILGUN) + return 3; + if (w == IT_GRENADE_LAUNCHER) + return 4; + if (w == IT_SUPER_SHOTGUN) + return 5; + if (w == IT_NAILGUN) + return 6; + return 7; +}; + +/* +============= +Deathmatch_Weapon + +Deathmatch weapon change rules for picking up a weapon + +.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; +============= +*/ +void(float old, float new) Deathmatch_Weapon = +{ + local float or, nr; + +// change self.g_weapon if desired + or = RankForWeapon (self.g_weapon); + nr = RankForWeapon (new); + if ( nr < or ) + self.g_weapon = new; +}; + +/* +============= +weapon_touch +============= +*/ +float() W_BestWeapon; + +void() weapon_touch = +{ + local float hadammo, best, new, old; + local entity stemp; + local float leave; + + if (!(other.flags & FL_CLIENT)) + return; + +// if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + + if (deathmatch == 2 || coop) + leave = 1; + else + leave = 0; + + if (self.classname == "weapon_nailgun") + { + if (leave && (other.g_items & IT_NAILGUN) ) + return; + hadammo = other.ammo_nails; + new = IT_NAILGUN; + other.ammo_nails = other.ammo_nails + 30; + } + else if (self.classname == "weapon_supernailgun") + { + if (leave && (other.g_items & IT_SUPER_NAILGUN) ) + return; + hadammo = other.ammo_rockets; + new = IT_SUPER_NAILGUN; + other.ammo_nails = other.ammo_nails + 30; + } + else if (self.classname == "weapon_supershotgun") + { + if (leave && (other.g_items & IT_SUPER_SHOTGUN) ) + return; + hadammo = other.ammo_rockets; + new = IT_SUPER_SHOTGUN; + other.ammo_shells = other.ammo_shells + 5; + } + else if (self.classname == "weapon_rocketlauncher") + { + if (leave && (other.g_items & IT_ROCKET_LAUNCHER) ) + return; + hadammo = other.ammo_rockets; + new = IT_ROCKET_LAUNCHER; + other.ammo_rockets = other.ammo_rockets + 5; + } + else if (self.classname == "weapon_grenadelauncher") + { + if (leave && (other.g_items & IT_GRENADE_LAUNCHER) ) + return; + hadammo = other.ammo_rockets; + new = IT_GRENADE_LAUNCHER; + other.ammo_rockets = other.ammo_rockets + 5; + } + else if (self.classname == "weapon_lightning") + { + if (leave && (other.g_items & IT_LIGHTNING) ) + return; + hadammo = other.ammo_rockets; + new = IT_LIGHTNING; + other.ammo_cells = other.ammo_cells + 15; + } + else + objerror ("weapon_touch: unknown classname"); + + sprint (other, "You got the "); + sprint (other, self.netname); + sprint (other, "\n"); +// weapon touch sound + sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + + bound_other_ammo (); + +// change to the weapon + old = other.g_items; + other.g_items = other.g_items | new; + + stemp = self; + self = other; + + if (!deathmatch) + self.g_weapon = new; + else + Deathmatch_Weapon (old, new); + + W_SetCurrentAmmo(); + + self = stemp; + + if (leave) + return; + +// remove it in single player, or setup for respawning in deathmatch + self.model = string_null; + self.solid = SOLID_NOT; + if (deathmatch == 1) + self.nextthink = time + 30; + self.think = SUB_regen; + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_supershotgun = +{ + precache_model ("progs/g_shot.mdl"); + setmodel (self, "progs/g_shot.mdl"); + self.g_weapon = IT_SUPER_SHOTGUN; + self.netname = "Double-barrelled Shotgun"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_nailgun = +{ + precache_model ("progs/g_nail.mdl"); + setmodel (self, "progs/g_nail.mdl"); + self.g_weapon = IT_NAILGUN; + self.netname = "nailgun"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_supernailgun = +{ + precache_model ("progs/g_nail2.mdl"); + setmodel (self, "progs/g_nail2.mdl"); + self.g_weapon = IT_SUPER_NAILGUN; + self.netname = "Super Nailgun"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_grenadelauncher = +{ + precache_model ("progs/g_rock.mdl"); + setmodel (self, "progs/g_rock.mdl"); + self.g_weapon = 3; + self.netname = "Grenade Launcher"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + +/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_rocketlauncher = +{ + precache_model ("progs/g_rock2.mdl"); + setmodel (self, "progs/g_rock2.mdl"); + self.g_weapon = 3; + self.netname = "Rocket Launcher"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + + +/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) +*/ + +void() weapon_lightning = +{ + precache_model ("progs/g_light.mdl"); + setmodel (self, "progs/g_light.mdl"); + self.g_weapon = 3; + self.netname = "Thunderbolt"; + self.touch = weapon_touch; + setsize (self, '-16 -16 0', '16 16 56'); + StartItem (); +}; + + +/* +=============================================================================== + +AMMO + +=============================================================================== +*/ + +void() ammo_touch = +{ +local entity stemp; +local float best; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + +// if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + + +// shotgun + if (self.g_weapon == 1) + { + if (other.ammo_shells >= 100) + return; + other.ammo_shells = other.ammo_shells + self.aflag; + } + +// spikes + if (self.g_weapon == 2) + { + if (other.ammo_nails >= 200) + return; + other.ammo_nails = other.ammo_nails + self.aflag; + } + +// rockets + if (self.g_weapon == 3) + { + if (other.ammo_rockets >= 100) + return; + other.ammo_rockets = other.ammo_rockets + self.aflag; + } + +// cells + if (self.g_weapon == 4) + { + if (other.ammo_cells >= 100) + return; + other.ammo_cells = other.ammo_cells + self.aflag; + } + + bound_other_ammo (); + + sprint (other, "You got the "); + sprint (other, self.netname); + sprint (other, "\n"); +// ammo touch sound + sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + +// change to a better weapon if appropriate + + if ( other.g_weapon == best ) + { + stemp = self; + self = other; + self.g_weapon = W_BestWeapon(); + W_SetCurrentAmmo (); + self = stemp; + } + +// if changed current ammo, update it + stemp = self; + self = other; + W_SetCurrentAmmo(); + self = stemp; + +// remove it in single player, or setup for respawning in deathmatch + self.model = string_null; + self.solid = SOLID_NOT; + if (deathmatch == 1) + self.nextthink = time + 30; + self.think = SUB_regen; + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + + + +float WEAPON_BIG2 = 1; + +/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big +*/ + +void() item_shells = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_shell1.bsp"); + setmodel (self, "maps/b_shell1.bsp"); + self.aflag = 40; + } + else + { + precache_model ("maps/b_shell0.bsp"); + setmodel (self, "maps/b_shell0.bsp"); + self.aflag = 20; + } + self.g_weapon = 1; + self.netname = "shells"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + +/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big +*/ + +void() item_spikes = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_nail1.bsp"); + setmodel (self, "maps/b_nail1.bsp"); + self.aflag = 50; + } + else + { + precache_model ("maps/b_nail0.bsp"); + setmodel (self, "maps/b_nail0.bsp"); + self.aflag = 25; + } + self.g_weapon = 2; + self.netname = "nails"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + +/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big +*/ + +void() item_rockets = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_rock1.bsp"); + setmodel (self, "maps/b_rock1.bsp"); + self.aflag = 10; + } + else + { + precache_model ("maps/b_rock0.bsp"); + setmodel (self, "maps/b_rock0.bsp"); + self.aflag = 5; + } + self.g_weapon = 3; + self.netname = "rockets"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + + +/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big +*/ + +void() item_cells = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_BIG2) + { + precache_model ("maps/b_batt1.bsp"); + setmodel (self, "maps/b_batt1.bsp"); + self.aflag = 12; + } + else + { + precache_model ("maps/b_batt0.bsp"); + setmodel (self, "maps/b_batt0.bsp"); + self.aflag = 6; + } + self.g_weapon = 4; + self.netname = "cells"; + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + + +/*QUAKED item_weapon (0 .5 .8) (0 0 0) (32 32 32) shotgun rocket spikes big +DO NOT USE THIS!!!! IT WILL BE REMOVED! +*/ + +float WEAPON_SHOTGUN = 1; +float WEAPON_ROCKET = 2; +float WEAPON_SPIKES = 4; +float WEAPON_BIG = 8; +void() item_weapon = +{ + self.touch = ammo_touch; + + if (self.spawnflags & WEAPON_SHOTGUN) + { + if (self.spawnflags & WEAPON_BIG) + { + precache_model ("maps/b_shell1.bsp"); + setmodel (self, "maps/b_shell1.bsp"); + self.aflag = 40; + } + else + { + precache_model ("maps/b_shell0.bsp"); + setmodel (self, "maps/b_shell0.bsp"); + self.aflag = 20; + } + self.g_weapon = 1; + self.netname = "shells"; + } + + if (self.spawnflags & WEAPON_SPIKES) + { + if (self.spawnflags & WEAPON_BIG) + { + precache_model ("maps/b_nail1.bsp"); + setmodel (self, "maps/b_nail1.bsp"); + self.aflag = 40; + } + else + { + precache_model ("maps/b_nail0.bsp"); + setmodel (self, "maps/b_nail0.bsp"); + self.aflag = 20; + } + self.g_weapon = 2; + self.netname = "spikes"; + } + + if (self.spawnflags & WEAPON_ROCKET) + { + if (self.spawnflags & WEAPON_BIG) + { + precache_model ("maps/b_rock1.bsp"); + setmodel (self, "maps/b_rock1.bsp"); + self.aflag = 10; + } + else + { + precache_model ("maps/b_rock0.bsp"); + setmodel (self, "maps/b_rock0.bsp"); + self.aflag = 5; + } + self.g_weapon = 3; + self.netname = "rockets"; + } + + setsize (self, '0 0 0', '32 32 56'); + StartItem (); +}; + + +/* +=============================================================================== + +KEYS + +=============================================================================== +*/ + +void() key_touch = +{ +local entity stemp; +local float best; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + if (other.g_items & self.g_items) + return; + + sprint (other, "You got the "); + sprint (other, self.netname); + sprint (other,"\n"); + + sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + other.g_items = other.g_items | self.g_items; + + if (!coop) + { + self.solid = SOLID_NOT; + self.model = string_null; + } + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +void() key_setsounds = +{ + if (world.worldtype == 0) + { + precache_sound ("misc/medkey.wav"); + self.noise = "misc/medkey.wav"; + } + if (world.worldtype == 1) + { + precache_sound ("misc/runekey.wav"); + self.noise = "misc/runekey.wav"; + } + if (world.worldtype == 2) + { + precache_sound2 ("misc/basekey.wav"); + self.noise = "misc/basekey.wav"; + } +}; + +/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) +SILVER key +In order for keys to work +you MUST set your maps +worldtype to one of the +following: +0: medieval +1: metal +2: base +*/ + +void() item_key1 = +{ + if (world.worldtype == 0) + { + precache_model ("progs/w_s_key.mdl"); + setmodel (self, "progs/w_s_key.mdl"); + self.netname = "silver key"; + } + else if (world.worldtype == 1) + { + precache_model ("progs/m_s_key.mdl"); + setmodel (self, "progs/m_s_key.mdl"); + self.netname = "silver runekey"; + } + else if (world.worldtype == 2) + { + precache_model2 ("progs/b_s_key.mdl"); + setmodel (self, "progs/b_s_key.mdl"); + self.netname = "silver keycard"; + } + key_setsounds(); + self.touch = key_touch; + self.g_items = IT_KEY1; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + +/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) +GOLD key +In order for keys to work +you MUST set your maps +worldtype to one of the +following: +0: medieval +1: metal +2: base +*/ + +void() item_key2 = +{ + if (world.worldtype == 0) + { + precache_model ("progs/w_g_key.mdl"); + setmodel (self, "progs/w_g_key.mdl"); + self.netname = "gold key"; + } + if (world.worldtype == 1) + { + precache_model ("progs/m_g_key.mdl"); + setmodel (self, "progs/m_g_key.mdl"); + self.netname = "gold runekey"; + } + if (world.worldtype == 2) + { + precache_model2 ("progs/b_g_key.mdl"); + setmodel (self, "progs/b_g_key.mdl"); + self.netname = "gold keycard"; + } + key_setsounds(); + self.touch = key_touch; + self.g_items = IT_KEY2; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + + +/* +=============================================================================== + +END OF LEVEL RUNES + +=============================================================================== +*/ + +void() sigil_touch = +{ +local entity stemp; +local float best; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + + centerprint (other, "You got the rune!"); + + sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + self.solid = SOLID_NOT; + self.model = string_null; + serverflags = serverflags | (self.spawnflags & 15); + self.classname = ""; // so rune doors won't find it + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + +/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 +End of level sigil, pick up to end episode and return to jrstart. +*/ + +void() item_sigil = +{ + if (!self.spawnflags) + objerror ("no spawnflags"); + + precache_sound ("misc/runekey.wav"); + self.noise = "misc/runekey.wav"; + + if (self.spawnflags & 1) + { + precache_model ("progs/end1.mdl"); + setmodel (self, "progs/end1.mdl"); + } + if (self.spawnflags & 2) + { + precache_model2 ("progs/end2.mdl"); + setmodel (self, "progs/end2.mdl"); + } + if (self.spawnflags & 4) + { + precache_model2 ("progs/end3.mdl"); + setmodel (self, "progs/end3.mdl"); + } + if (self.spawnflags & 8) + { + precache_model2 ("progs/end4.mdl"); + setmodel (self, "progs/end4.mdl"); + } + + self.touch = sigil_touch; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + +/* +=============================================================================== + +POWERUPS + +=============================================================================== +*/ + +void() powerup_touch; + + +void() powerup_touch = +{ +local entity stemp; +local float best; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + + sprint (other, "You got the "); + sprint (other, self.netname); + sprint (other,"\n"); + + if (deathmatch) + { + self.mdl = self.model; + + if ((self.classname == "item_artifact_invulnerability") || + (self.classname == "item_artifact_invisibility")) + self.nextthink = time + 60*5; + else + self.nextthink = time + 60; + + self.think = SUB_regen; + } + + sound (other, CHAN_VOICE, self.noise, 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + self.solid = SOLID_NOT; + other.g_items = other.g_items | self.g_items; + self.model = string_null; + +// do the apropriate action + if (self.classname == "item_artifact_envirosuit") + { + other.rad_time = 1; + other.radsuit_finished = time + 30; + } + + if (self.classname == "item_artifact_invulnerability") + { + other.invincible_time = 1; + other.invincible_finished = time + 30; + } + + if (self.classname == "item_artifact_invisibility") + { + other.invisible_time = 1; + other.invisible_finished = time + 30; + } + + if (self.classname == "item_artifact_super_damage") + { + other.super_time = 1; + other.super_damage_finished = time + 30; + } + + activator = other; + SUB_UseTargets(); // fire all targets / killtargets +}; + + + +/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32) +Player is invulnerable for 30 seconds +*/ +void() item_artifact_invulnerability = +{ + self.touch = powerup_touch; + + precache_model ("progs/invulner.mdl"); + precache_sound ("items/protect.wav"); + precache_sound ("items/protect2.wav"); + precache_sound ("items/protect3.wav"); + self.noise = "items/protect.wav"; + setmodel (self, "progs/invulner.mdl"); + self.netname = "Pentagram of Protection"; + self.g_items = IT_INVULNERABILITY; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + +/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32) +Player takes no damage from water or slime for 30 seconds +*/ +void() item_artifact_envirosuit = +{ + self.touch = powerup_touch; + + precache_model ("progs/suit.mdl"); + precache_sound ("items/suit.wav"); + precache_sound ("items/suit2.wav"); + self.noise = "items/suit.wav"; + setmodel (self, "progs/suit.mdl"); + self.netname = "Biosuit"; + self.g_items = IT_SUIT; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + +/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32) +Player is invisible for 30 seconds +*/ +void() item_artifact_invisibility = +{ + self.touch = powerup_touch; + + precache_model ("progs/invisibl.mdl"); + precache_sound ("items/inv1.wav"); + precache_sound ("items/inv2.wav"); + precache_sound ("items/inv3.wav"); + self.noise = "items/inv1.wav"; + setmodel (self, "progs/invisibl.mdl"); + self.netname = "Ring of Shadows"; + self.g_items = IT_INVISIBILITY; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + +/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32) +The next attack from the player will do 4x damage +*/ +void() item_artifact_super_damage = +{ + self.touch = powerup_touch; + + precache_model ("progs/quaddama.mdl"); + precache_sound ("items/damage.wav"); + precache_sound ("items/damage2.wav"); + precache_sound ("items/damage3.wav"); + self.noise = "items/damage.wav"; + setmodel (self, "progs/quaddama.mdl"); + self.netname = "Quad Damage"; + self.g_items = IT_QUAD; + setsize (self, '-16 -16 -24', '16 16 32'); + StartItem (); +}; + + + +/* +=============================================================================== + +PLAYER BACKPACKS + +=============================================================================== +*/ + +void() BackpackTouch = +{ + local string s; + local float best, old, new; + local entity stemp; + local float acount; + + if (other.classname != "player") + return; + if (other.health <= 0) + return; + + acount = 0; + sprint (other, "You get "); + + if (self.g_items) + if ((other.g_items & self.g_items) == 0) + { + acount = 1; + sprint (other, "the "); + sprint (other, self.netname); + } + +// if the player was using his best weapon, change up to the new one if better + stemp = self; + self = other; + best = W_BestWeapon(); + self = stemp; + +// change weapons + other.ammo_shells = other.ammo_shells + self.ammo_shells; + other.ammo_nails = other.ammo_nails + self.ammo_nails; + other.ammo_rockets = other.ammo_rockets + self.ammo_rockets; + other.ammo_cells = other.ammo_cells + self.ammo_cells; + + new = self.g_items; + if (!new) + new = other.g_weapon; + old = other.g_items; + other.g_items = other.g_items | new; + + bound_other_ammo (); + + if (self.ammo_shells) + { + if (acount) + sprint(other, ", "); + acount = 1; + s = ftos(self.ammo_shells); + sprint (other, s); + sprint (other, " shells"); + } + if (self.ammo_nails) + { + if (acount) + sprint(other, ", "); + acount = 1; + s = ftos(self.ammo_nails); + sprint (other, s); + sprint (other, " nails"); + } + if (self.ammo_rockets) + { + if (acount) + sprint(other, ", "); + acount = 1; + s = ftos(self.ammo_rockets); + sprint (other, s); + sprint (other, " rockets"); + } + if (self.ammo_cells) + { + if (acount) + sprint(other, ", "); + acount = 1; + s = ftos(self.ammo_cells); + sprint (other, s); + sprint (other, " cells"); + } + + sprint (other, "\n"); +// backpack touch sound + sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM); + stuffcmd (other, "bf\n"); + +// remove the backpack, change self to the player + remove(self); + self = other; + +// change to the weapon + if (!deathmatch) + self.g_weapon = new; + else + Deathmatch_Weapon (old, new); + + W_SetCurrentAmmo (); +}; + +/* +=============== +DropBackpack +=============== +*/ +void() DropBackpack = +{ + local entity item; + + if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells)) + return; // nothing in it + + item = spawn(); + item.origin = self.origin - '0 0 24'; + + item.g_items = self.g_weapon; + if (item.g_items == IT_AXE) + item.netname = "Axe"; + else if (item.g_items == IT_SHOTGUN) + item.netname = "Shotgun"; + else if (item.g_items == IT_SUPER_SHOTGUN) + item.netname = "Double-barrelled Shotgun"; + else if (item.g_items == IT_NAILGUN) + item.netname = "Nailgun"; + else if (item.g_items == IT_SUPER_NAILGUN) + item.netname = "Super Nailgun"; + else if (item.g_items == IT_GRENADE_LAUNCHER) + item.netname = "Grenade Launcher"; + else if (item.g_items == IT_ROCKET_LAUNCHER) + item.netname = "Rocket Launcher"; + else if (item.g_items == IT_LIGHTNING) + item.netname = "Thunderbolt"; + else + item.netname = ""; + + item.ammo_shells = self.ammo_shells; + item.ammo_nails = self.ammo_nails; + item.ammo_rockets = self.ammo_rockets; + item.ammo_cells = self.ammo_cells; + + item.velocity_z = 300; + item.velocity_x = -100 + (random() * 200); + item.velocity_y = -100 + (random() * 200); + + item.flags = FL_ITEM; + item.solid = SOLID_TRIGGER; + item.movetype = MOVETYPE_TOSS; + setmodel (item, "progs/backpack.mdl"); + setsize (item, '-16 -16 0', '16 16 56'); + item.touch = BackpackTouch; + + item.nextthink = time + 120; // remove after 2 minutes + item.think = SUB_Remove; +}; diff --git a/jctest.qc b/jctest.qc new file mode 100644 index 0000000..85a7605 --- /dev/null +++ b/jctest.qc @@ -0,0 +1,15 @@ + +void() jctrig = +{ +dprint ("here\n\n"); + lightstyle(0, "az"); +}; + +/*QUAKED trigger_jctest (.5 .5 .5) ? +*/ +void() trigger_jctest = +{ + setsize (self, self.mins, self.maxs); + self.solid = SOLID_EDGE; + self.touch = jctrig; +}; diff --git a/knight.qc b/knight.qc new file mode 100644 index 0000000..5b160c7 --- /dev/null +++ b/knight.qc @@ -0,0 +1,270 @@ +/* +============================================================================== + +KNIGHT + +============================================================================== +*/ + +$cd id1/models/knight +$origin 0 0 24 +$base base +$skin badass3 + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame runb1 runb2 runb3 runb4 runb5 runb6 runb7 runb8 + +//frame runc1 runc2 runc3 runc4 runc5 runc6 + +$frame runattack1 runattack2 runattack3 runattack4 runattack5 +$frame runattack6 runattack7 runattack8 runattack9 runattack10 +$frame runattack11 + +$frame pain1 pain2 pain3 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 +$frame painb10 painb11 + +//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 +//frame attack8 attack9 attack10 attack11 + +$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5 +$frame attackb6 attackb7 attackb8 attackb9 attackb10 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 +$frame walk10 walk11 walk12 walk13 walk14 + +$frame kneel1 kneel2 kneel3 kneel4 kneel5 + +$frame standing2 standing3 standing4 standing5 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 deathb10 deathb11 + +void() knight_stand1 =[ $stand1, knight_stand2 ] {ai_stand();}; +void() knight_stand2 =[ $stand2, knight_stand3 ] {ai_stand();}; +void() knight_stand3 =[ $stand3, knight_stand4 ] {ai_stand();}; +void() knight_stand4 =[ $stand4, knight_stand5 ] {ai_stand();}; +void() knight_stand5 =[ $stand5, knight_stand6 ] {ai_stand();}; +void() knight_stand6 =[ $stand6, knight_stand7 ] {ai_stand();}; +void() knight_stand7 =[ $stand7, knight_stand8 ] {ai_stand();}; +void() knight_stand8 =[ $stand8, knight_stand9 ] {ai_stand();}; +void() knight_stand9 =[ $stand9, knight_stand1 ] {ai_stand();}; + +void() knight_walk1 =[ $walk1, knight_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE); +ai_walk(3);}; +void() knight_walk2 =[ $walk2, knight_walk3 ] {ai_walk(2);}; +void() knight_walk3 =[ $walk3, knight_walk4 ] {ai_walk(3);}; +void() knight_walk4 =[ $walk4, knight_walk5 ] {ai_walk(4);}; +void() knight_walk5 =[ $walk5, knight_walk6 ] {ai_walk(3);}; +void() knight_walk6 =[ $walk6, knight_walk7 ] {ai_walk(3);}; +void() knight_walk7 =[ $walk7, knight_walk8 ] {ai_walk(3);}; +void() knight_walk8 =[ $walk8, knight_walk9 ] {ai_walk(4);}; +void() knight_walk9 =[ $walk9, knight_walk10 ] {ai_walk(3);}; +void() knight_walk10 =[ $walk10, knight_walk11 ] {ai_walk(3);}; +void() knight_walk11 =[ $walk11, knight_walk12 ] {ai_walk(2);}; +void() knight_walk12 =[ $walk12, knight_walk13 ] {ai_walk(3);}; +void() knight_walk13 =[ $walk13, knight_walk14 ] {ai_walk(4);}; +void() knight_walk14 =[ $walk14, knight_walk1 ] {ai_walk(3);}; + + +void() knight_run1 =[ $runb1, knight_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "knight/idle.wav", 1, ATTN_IDLE); +ai_run(16);}; +void() knight_run2 =[ $runb2, knight_run3 ] {ai_run(20);}; +void() knight_run3 =[ $runb3, knight_run4 ] {ai_run(13);}; +void() knight_run4 =[ $runb4, knight_run5 ] {ai_run(7);}; +void() knight_run5 =[ $runb5, knight_run6 ] {ai_run(16);}; +void() knight_run6 =[ $runb6, knight_run7 ] {ai_run(20);}; +void() knight_run7 =[ $runb7, knight_run8 ] {ai_run(14);}; +void() knight_run8 =[ $runb8, knight_run1 ] {ai_run(6);}; + + +void() knight_runatk1 =[ $runattack1, knight_runatk2 ] +{ +if (random() > 0.5) + sound (self, CHAN_WEAPON, "knight/sword2.wav", 1, ATTN_NORM); +else + sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); +ai_charge(20); +}; +void() knight_runatk2 =[ $runattack2, knight_runatk3 ] {ai_charge_side();}; +void() knight_runatk3 =[ $runattack3, knight_runatk4 ] {ai_charge_side();}; +void() knight_runatk4 =[ $runattack4, knight_runatk5 ] {ai_charge_side();}; +void() knight_runatk5 =[ $runattack5, knight_runatk6 ] {ai_melee_side();}; +void() knight_runatk6 =[ $runattack6, knight_runatk7 ] {ai_melee_side();}; +void() knight_runatk7 =[ $runattack7, knight_runatk8 ] {ai_melee_side();}; +void() knight_runatk8 =[ $runattack8, knight_runatk9 ] {ai_melee_side();}; +void() knight_runatk9 =[ $runattack9, knight_runatk10 ] {ai_melee_side();}; +void() knight_runatk10 =[ $runattack10, knight_runatk11 ] {ai_charge_side();}; +void() knight_runatk11 =[ $runattack11, knight_run1 ] {ai_charge(10);}; + +void() knight_atk1 =[ $attackb1, knight_atk2 ] +{ +sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); +ai_charge(0);}; +void() knight_atk2 =[ $attackb2, knight_atk3 ] {ai_charge(7);}; +void() knight_atk3 =[ $attackb3, knight_atk4 ] {ai_charge(4);}; +void() knight_atk4 =[ $attackb4, knight_atk5 ] {ai_charge(0);}; +void() knight_atk5 =[ $attackb5, knight_atk6 ] {ai_charge(3);}; +void() knight_atk6 =[ $attackb6, knight_atk7 ] {ai_charge(4); ai_melee();}; +void() knight_atk7 =[ $attackb7, knight_atk8 ] {ai_charge(1); ai_melee();}; +void() knight_atk8 =[ $attackb8, knight_atk9 ] {ai_charge(3); +ai_melee();}; +void() knight_atk9 =[ $attackb9, knight_atk10] {ai_charge(1);}; +void() knight_atk10=[ $attackb10, knight_run1 ] {ai_charge(5);}; + +//void() knight_atk9 =[ $attack9, knight_atk10 ] {}; +//void() knight_atk10 =[ $attack10, knight_atk11 ] {}; +//void() knight_atk11 =[ $attack11, knight_run1 ] {}; + +//=========================================================================== + +void() knight_pain1 =[ $pain1, knight_pain2 ] {}; +void() knight_pain2 =[ $pain2, knight_pain3 ] {}; +void() knight_pain3 =[ $pain3, knight_run1 ] {}; + +void() knight_painb1 =[ $painb1, knight_painb2 ] {ai_painforward(0);}; +void() knight_painb2 =[ $painb2, knight_painb3 ] {ai_painforward(3);}; +void() knight_painb3 =[ $painb3, knight_painb4 ] {}; +void() knight_painb4 =[ $painb4, knight_painb5 ] {}; +void() knight_painb5 =[ $painb5, knight_painb6 ] {ai_painforward(2);}; +void() knight_painb6 =[ $painb6, knight_painb7 ] {ai_painforward(4);}; +void() knight_painb7 =[ $painb7, knight_painb8 ] {ai_painforward(2);}; +void() knight_painb8 =[ $painb8, knight_painb9 ] {ai_painforward(5);}; +void() knight_painb9 =[ $painb9, knight_painb10 ] {ai_painforward(5);}; +void() knight_painb10 =[ $painb10, knight_painb11 ] {ai_painforward(0);}; +void() knight_painb11 =[ $painb11, knight_run1 ] {}; + +void(entity attacker, float damage) knight_pain = +{ + local float r; + + if (self.pain_finished > time) + return; + + r = random(); + + sound (self, CHAN_VOICE, "knight/khurt.wav", 1, ATTN_NORM); + if (r < 0.85) + { + knight_pain1 (); + self.pain_finished = time + 1; + } + else + { + knight_painb1 (); + self.pain_finished = time + 1; + } + +}; + +//=========================================================================== + +void() knight_bow1 =[ $kneel1, knight_bow2 ] {ai_turn();}; +void() knight_bow2 =[ $kneel2, knight_bow3 ] {ai_turn();}; +void() knight_bow3 =[ $kneel3, knight_bow4 ] {ai_turn();}; +void() knight_bow4 =[ $kneel4, knight_bow5 ] {ai_turn();}; + +void() knight_bow5 =[ $kneel5, knight_bow5 ] {ai_turn();}; + +void() knight_bow6 =[ $kneel4, knight_bow7 ] {ai_turn();}; +void() knight_bow7 =[ $kneel3, knight_bow8 ] {ai_turn();}; +void() knight_bow8 =[ $kneel2, knight_bow9 ] {ai_turn();}; +void() knight_bow9 =[ $kneel1, knight_bow10 ] {ai_turn();}; +void() knight_bow10 =[ $walk1, knight_walk1 ] {ai_turn();}; + + + +void() knight_die1 =[ $death1, knight_die2 ] {}; +void() knight_die2 =[ $death2, knight_die3 ] {}; +void() knight_die3 =[ $death3, knight_die4 ] +{self.solid = SOLID_NOT;}; +void() knight_die4 =[ $death4, knight_die5 ] {}; +void() knight_die5 =[ $death5, knight_die6 ] {}; +void() knight_die6 =[ $death6, knight_die7 ] {}; +void() knight_die7 =[ $death7, knight_die8 ] {}; +void() knight_die8 =[ $death8, knight_die9 ] {}; +void() knight_die9 =[ $death9, knight_die10] {}; +void() knight_die10=[ $death10, knight_die10] {}; + + +void() knight_dieb1 =[ $deathb1, knight_dieb2 ] {}; +void() knight_dieb2 =[ $deathb2, knight_dieb3 ] {}; +void() knight_dieb3 =[ $deathb3, knight_dieb4 ] +{self.solid = SOLID_NOT;}; +void() knight_dieb4 =[ $deathb4, knight_dieb5 ] {}; +void() knight_dieb5 =[ $deathb5, knight_dieb6 ] {}; +void() knight_dieb6 =[ $deathb6, knight_dieb7 ] {}; +void() knight_dieb7 =[ $deathb7, knight_dieb8 ] {}; +void() knight_dieb8 =[ $deathb8, knight_dieb9 ] {}; +void() knight_dieb9 =[ $deathb9, knight_dieb10] {}; +void() knight_dieb10 = [ $deathb10, knight_dieb11] {}; +void() knight_dieb11 = [ $deathb11, knight_dieb11] {}; + + +void() knight_die = +{ +// check for gib + if (self.health < -40) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_knight.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "knight/kdeath.wav", 1, ATTN_NORM); + if (random() < 0.5) + knight_die1 (); + else + knight_dieb1 (); +}; + + +/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_knight = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/knight.mdl"); + precache_model ("progs/h_knight.mdl"); + + precache_sound ("knight/kdeath.wav"); + precache_sound ("knight/khurt.wav"); + precache_sound ("knight/ksight.wav"); + precache_sound ("knight/sword1.wav"); + precache_sound ("knight/sword2.wav"); + precache_sound ("knight/idle.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/knight.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 75; + + self.th_stand = knight_stand1; + self.th_walk = knight_walk1; + self.th_run = knight_run1; + self.th_melee = knight_atk1; + self.th_pain = knight_pain; + self.th_die = knight_die; + + walkmonster_start (); +}; diff --git a/misc.qc b/misc.qc new file mode 100644 index 0000000..7d05d15 --- /dev/null +++ b/misc.qc @@ -0,0 +1,672 @@ + +/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for spotlights, etc. +*/ +void() info_null = +{ + remove(self); +}; + +/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for lightning. +*/ +void() info_notnull = +{ +}; + +//============================================================================ + +float START_OFF = 1; + +void() light_use = +{ + if (self.spawnflags & START_OFF) + { + lightstyle(self.style, "m"); + self.spawnflags = self.spawnflags - START_OFF; + } + else + { + lightstyle(self.style, "a"); + self.spawnflags = self.spawnflags + START_OFF; + } +}; + +/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300 +Default style is 0 +If targeted, it will toggle between on or off. +*/ +void() light = +{ + if (!self.targetname) + { // inert light + remove(self); + return; + } + + if (self.style >= 32) + { + self.use = light_use; + if (self.spawnflags & START_OFF) + lightstyle(self.style, "a"); + else + lightstyle(self.style, "m"); + } +}; + +/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300 +Default style is 0 +If targeted, it will toggle between on or off. +Makes steady fluorescent humming sound +*/ +void() light_fluoro = +{ + if (self.style >= 32) + { + self.use = light_use; + if (self.spawnflags & START_OFF) + lightstyle(self.style, "a"); + else + lightstyle(self.style, "m"); + } + + precache_sound ("ambience/fl_hum1.wav"); + ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) +Non-displayed light. +Default light value is 300 +Default style is 10 +Makes sparking, broken fluorescent sound +*/ +void() light_fluorospark = +{ + if (!self.style) + self.style = 10; + + precache_sound ("ambience/buzz1.wav"); + ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) +Sphere globe light. +Default light value is 300 +Default style is 0 +*/ +void() light_globe = +{ + precache_model ("progs/s_light.spr"); + setmodel (self, "progs/s_light.spr"); + makestatic (self); +}; + +void() FireAmbient = +{ + precache_sound ("ambience/fire1.wav"); +// attenuate fast + ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) +Short wall torch +Default light value is 200 +Default style is 0 +*/ +void() light_torch_small_walltorch = +{ + precache_model ("progs/flame.mdl"); + setmodel (self, "progs/flame.mdl"); + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18) +Large yellow flame ball +*/ +void() light_flame_large_yellow = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + self.frame = 1; + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Small yellow flame ball +*/ +void() light_flame_small_yellow = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF +Small white flame ball +*/ +void() light_flame_small_white = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + FireAmbient (); + makestatic (self); +}; + +//============================================================================ + + +/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) +Lava Balls +*/ + +void() fire_fly; +void() fire_touch; +void() misc_fireball = +{ + + precache_model ("progs/lavaball.mdl"); + self.classname = "fireball"; + self.nextthink = time + (random() * 5); + self.think = fire_fly; + if (!self.speed) + self.speed == 1000; +}; + +void() fire_fly = +{ +local entity fireball; + + fireball = spawn(); + fireball.solid = SOLID_TRIGGER; + fireball.movetype = MOVETYPE_TOSS; + fireball.velocity = '0 0 1000'; + fireball.velocity_x = (random() * 100) - 50; + fireball.velocity_y = (random() * 100) - 50; + fireball.velocity_z = self.speed + (random() * 200); + fireball.classname = "fireball"; + setmodel (fireball, "progs/lavaball.mdl"); + setsize (fireball, '0 0 0', '0 0 0'); + setorigin (fireball, self.origin); + fireball.nextthink = time + 5; + fireball.think = SUB_Remove; + fireball.touch = fire_touch; + + self.nextthink = time + (random() * 5) + 3; + self.think = fire_fly; +}; + + +void() fire_touch = +{ + T_Damage (other, self, self, 20); + remove(self); +}; + +//============================================================================ + + +void() barrel_explode = +{ + self.takedamage = DAMAGE_NO; + self.classname = "explo_box"; + // did say self.owner + T_RadiusDamage (self, self, 160, world); + sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM); + particle (self.origin, '0 0 0', 75, 255); + + self.origin_z = self.origin_z + 32; + BecomeExplosion (); +}; + + + +/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64) +TESTING THING +*/ + +void() misc_explobox = +{ + local float oldz; + + self.solid = SOLID_BBOX; + self.movetype = MOVETYPE_NONE; + precache_model ("maps/b_explob.bsp"); + setmodel (self, "maps/b_explob.bsp"); + precache_sound ("weapons/r_exp3.wav"); + self.health = 20; + self.th_die = barrel_explode; + self.takedamage = DAMAGE_AIM; + + self.origin_z = self.origin_z + 2; + oldz = self.origin_z; + droptofloor(); + if (oldz - self.origin_z > 250) + { + dprint ("item fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + } +}; + + + + +/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64) +Smaller exploding box, REGISTERED ONLY +*/ + +void() misc_explobox2 = +{ + local float oldz; + + self.solid = SOLID_BBOX; + self.movetype = MOVETYPE_NONE; + precache_model2 ("maps/b_exbox2.bsp"); + setmodel (self, "maps/b_exbox2.bsp"); + precache_sound ("weapons/r_exp3.wav"); + self.health = 20; + self.th_die = barrel_explode; + self.takedamage = DAMAGE_AIM; + + self.origin_z = self.origin_z + 2; + oldz = self.origin_z; + droptofloor(); + if (oldz - self.origin_z > 250) + { + dprint ("item fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + } +}; + +//============================================================================ + +float SPAWNFLAG_SUPERSPIKE = 1; +float SPAWNFLAG_LASER = 2; + +void(vector org, vector vec) LaunchLaser; + +void() spikeshooter_use = +{ + if (self.spawnflags & SPAWNFLAG_LASER) + { + sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM); + LaunchLaser (self.origin, self.movedir); + } + else + { + sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM); + launch_spike (self.origin, self.movedir); + newmis.velocity = self.movedir * 500; + if (self.spawnflags & SPAWNFLAG_SUPERSPIKE) + newmis.touch = superspike_touch; + } +}; + +void() shooter_think = +{ + spikeshooter_use (); + self.nextthink = time + self.wait; + newmis.velocity = self.movedir * 500; +}; + + +/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser +When triggered, fires a spike in the direction set in QuakeEd. +Laser is only for REGISTERED. +*/ + +void() trap_spikeshooter = +{ + SetMovedir (); + self.use = spikeshooter_use; + if (self.spawnflags & SPAWNFLAG_LASER) + { + precache_model2 ("progs/laser.mdl"); + + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + } + else + precache_sound ("weapons/spike2.wav"); +}; + + +/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser +Continuously fires spikes. +"wait" time between spike (1.0 default) +"nextthink" delay before firing first spike, so multiple shooters can be stagered. +*/ +void() trap_shooter = +{ + trap_spikeshooter (); + + if (self.wait == 0) + self.wait = 1; + self.nextthink = self.nextthink + self.wait + self.ltime; + self.think = shooter_think; +}; + + + +/* +=============================================================================== + + +=============================================================================== +*/ + + +void() make_bubbles; +void() bubble_remove; +void() bubble_bob; + +/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) + +testing air bubbles +*/ + +void() air_bubbles = + +{ + if (deathmatch) + { + remove (self); + return; + } + precache_model ("progs/s_bubble.spr"); + self.nextthink = time + 1; + self.think = make_bubbles; +}; + +void() make_bubbles = +{ +local entity bubble; + + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.origin); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = '0 0 15'; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.touch = bubble_remove; + bubble.classname = "bubble"; + bubble.frame = 0; + bubble.cnt = 0; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.nextthink = time + random() + 0.5; + self.think = make_bubbles; +}; + +void() bubble_split = +{ +local entity bubble; + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.origin); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = self.velocity; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.touch = bubble_remove; + bubble.classname = "bubble"; + bubble.frame = 1; + bubble.cnt = 10; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.frame = 1; + self.cnt = 10; + if (self.waterlevel != 3) + remove (self); +}; + +void() bubble_remove = +{ + if (other.classname == self.classname) + { +// dprint ("bump"); + return; + } + remove(self); +}; + +void() bubble_bob = +{ +local float rnd1, rnd2, rnd3; +local vector vtmp1, modi; + + self.cnt = self.cnt + 1; + if (self.cnt == 4) + bubble_split(); + if (self.cnt == 20) + remove(self); + + rnd1 = self.velocity_x + (-10 + (random() * 20)); + rnd2 = self.velocity_y + (-10 + (random() * 20)); + rnd3 = self.velocity_z + 10 + random() * 10; + + if (rnd1 > 10) + rnd1 = 5; + if (rnd1 < -10) + rnd1 = -5; + + if (rnd2 > 10) + rnd2 = 5; + if (rnd2 < -10) + rnd2 = -5; + + if (rnd3 < 10) + rnd3 = 15; + if (rnd3 > 30) + rnd3 = 25; + + self.velocity_x = rnd1; + self.velocity_y = rnd2; + self.velocity_z = rnd3; + + self.nextthink = time + 0.5; + self.think = bubble_bob; +}; + +/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> +~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ + +/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) + +Just for the debugging level. Don't use +*/ + +void() viewthing = + +{ + self.movetype = MOVETYPE_NONE; + self.solid = SOLID_NOT; + precache_model ("progs/player.mdl"); + setmodel (self, "progs/player.mdl"); +}; + + +/* +============================================================================== + +SIMPLE BMODELS + +============================================================================== +*/ + +void() func_wall_use = +{ // change to alternate textures + self.frame = 1 - self.frame; +}; + +/*QUAKED func_wall (0 .5 .8) ? +This is just a solid wall if not inhibitted +*/ +void() func_wall = +{ + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + + +/*QUAKED func_illusionary (0 .5 .8) ? +A simple entity that looks solid but lets you walk through it. +*/ +void() func_illusionary = + +{ + self.angles = '0 0 0'; + self.movetype = MOVETYPE_NONE; + self.solid = SOLID_NOT; + setmodel (self, self.model); + makestatic (); +}; + +/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 +This bmodel will appear if the episode has allready been completed, so players can't reenter it. +*/ +void() func_episodegate = + +{ + if (!(serverflags & self.spawnflags)) + return; // can still enter episode + + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + +/*QUAKED func_bossgate (0 .5 .8) ? +This bmodel appears unless players have all of the episode sigils. +*/ +void() func_bossgate = + +{ + if ( (serverflags & 15) == 15) + return; // all episodes completed + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + +//============================================================================ +/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_suck_wind = +{ + precache_sound ("ambience/suck1.wav"); + ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC); +}; + +/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_drone = +{ + precache_sound ("ambience/drone6.wav"); + ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_flouro_buzz = +{ + precache_sound ("ambience/buzz1.wav"); + ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC); +}; +/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_drip = +{ + precache_sound ("ambience/drip1.wav"); + ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_comp_hum = +{ + precache_sound ("ambience/comp1.wav"); + ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC); +}; +/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_thunder = +{ + precache_sound ("ambience/thunder1.wav"); + ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_light_buzz = +{ + precache_sound ("ambience/fl_hum1.wav"); + ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_swamp1 = +{ + precache_sound ("ambience/swamp1.wav"); + ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_swamp2 = +{ + precache_sound ("ambience/swamp2.wav"); + ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC); +}; + +//============================================================================ + +void() noise_think = +{ + self.nextthink = time + 0.5; + sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM); + sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM); + sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM); + sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM); + sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM); + sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM); + sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM); +}; + +/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) + +For optimzation testing, starts a lot of sounds. +*/ + +void() misc_noisemaker = + +{ + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + precache_sound2 ("enforcer/sight1.wav"); + precache_sound2 ("enforcer/sight2.wav"); + precache_sound2 ("enforcer/sight3.wav"); + precache_sound2 ("enforcer/sight4.wav"); + precache_sound2 ("enforcer/pain1.wav"); + precache_sound2 ("enforcer/pain2.wav"); + precache_sound2 ("enforcer/death1.wav"); + precache_sound2 ("enforcer/idle1.wav"); + + self.nextthink = time + 0.1 + random(); + self.think = noise_think; +}; diff --git a/models.qc b/models.qc new file mode 100644 index 0000000..70e273c --- /dev/null +++ b/models.qc @@ -0,0 +1,585 @@ + +/* +=============================================================================== + +WORLD WEAPONS + +=============================================================================== +*/ + +$modelname g_shot +$cd id1/models/g_shot +$origin 0 0 -24 +$flags 8 // client side rotate +$base base +$skin skin +$frame shot1 + + +$modelname g_nail +$cd id1/models/g_nail +$flags 8 // client side rotate +$origin 0 0 -24 +$base base +$skin skin +$frame shot1 + + +$modelname g_nail2 +$cd id1/models/g_nail2 +$flags 8 // client side rotate +$origin 0 0 -24 +$base base +$skin skin +$frame shot2 + + +$modelname g_rock +$cd id1/models/g_rock +$flags 8 // client side rotate +$origin 0 0 -24 +$base base +$skin skin +$frame shot1 + + +$modelname g_rock2 +$cd id1/models/g_rock2 +$flags 8 // client side rotate +$origin 0 0 -24 +$base base +$skin skin +$frame shot1 + +$modelname g_light +$cd id1/models/g_light +$flags 8 // client side rotate +$origin 0 0 -24 +$base base +$skin skin +$frame shot1 + +/* +=============================================================================== + +VIEW WEAPONS + +=============================================================================== +*/ + +$modelname v_axe +$cd id1/models/v_axe +$origin 0 5 54 +$base base +$skin skin +$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9 + + +$modelname v_shot +$cd id1/models/v_shot +$origin 0 0 54 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 + + +$modelname v_shot2 +$cd id1/models/v_shot2 +$origin 0 0 56 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 + + +$modelname v_rock2 +$cd id1/models/v_rock2 +$origin 0 0 54 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6 + + +$modelname v_rock +$cd id1/models/v_rock +$origin 0 0 54 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 + + +$modelname v_nail2 +$cd id1/models/v_nail2 +$origin 0 0 54 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9 + + +$modelname v_nail +$cd id1/models/v_nail +$origin 0 0 54 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9 + +$modelname v_light +$cd id1/models/v_light +$origin 0 0 54 +$base base +$skin skin +$frame shot1 shot2 shot3 shot4 shot5 + + +/* +=============================================================================== + +ITEMS + +=============================================================================== +*/ + +$modelname w_g_key +$cd id1/models/w_g_key +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname w_s_key +$cd id1/models/w_s_key +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname m_g_key +$cd id1/models/m_g_key +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname m_s_key +$cd id1/models/m_s_key +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname b_g_key +$cd id1/models/b_g_key +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname b_s_key +$cd id1/models/b_s_key +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + + +$modelname quaddama +$cd id1/models/quaddama +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname invisibl +$cd id1/models/invisibl +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname invulner +$flags 8 // client side rotate +$cd id1/models/invulner +$base base +$skin skin +$frame frame1 + +//modelname jetpack +//cd id1/models/jetpack +//flags 8 // client side rotate +//base base +//skin skin +//frame frame1 + +$modelname cube +$cd id1/models/cube +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname suit +$cd id1/models/suit +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname boots +$cd id1/models/boots +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname end1 +$cd id1/models/end1 +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname end2 +$cd id1/models/end2 +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname end3 +$cd id1/models/end3 +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + +$modelname end4 +$cd id1/models/end4 +$flags 8 // client side rotate +$base base +$skin skin +$frame frame1 + + +/* +=============================================================================== + +GIBS + +=============================================================================== +*/ + +$modelname gib1 +$cd id1/models/gib1 +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + + +// torso +$modelname gib2 +$cd id1/models/gib2 +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname gib3 +$cd id1/models/gib3 +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + + +// heads + +$modelname h_player +$cd id1/models/h_player +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_dog +$cd id1/models/h_dog +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_mega +$cd id1/models/h_mega +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_guard +$cd id1/models/h_guard +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_wizard +$cd id1/models/h_wizard +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_knight +$cd id1/models/h_knight +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_hellkn +$cd id1/models/h_hellkn +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_zombie +$cd id1/models/h_zombie +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_shams +$cd id1/models/h_shams +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_shal +$cd id1/models/h_shal +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_ogre +$cd id1/models/h_ogre +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname h_demon +$cd id1/models/h_demon +$flags 4 // EF_GIB +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +/* +=============================================================================== + +MISC + +=============================================================================== +*/ + +$modelname armor +$cd id1/models/armor +$flags 8 // client side rotate +$origin 0 0 -8 +$base base +$skin skin +$skin skin2 +$skin skin3 +$frame armor + +$modelname s_light // shambler lightning ready +$cd id1/models/s_light +$origin 0 0 24 +$base base +$skin skin +$frame frame1 frame2 frame3 + +$modelname bolt3 // lightning towar bolts +$cd id1/models/bolt2 +$origin 0 0 0 +$base base +$scale 4 +$skin skin +$frame light + +$modelname bolt2 +$cd id1/models/bolt2 +$origin 0 0 0 +$base base +$skin skin +$frame light + +$modelname bolt +$cd id1/models/bolt +$origin 0 0 0 +$base light +$skin light +$frame light + +$modelname laser +$cd id1/models/laser +$base base +$skin skin +$scale 2 +$frame frame1 + +$modelname flame // with torch +$cd id1/models/flame +$origin 0 0 12 +$base base +$skin skin +$framegroupstart +$frame flame1 0.1 +$frame flame2 0.1 +$frame flame3 0.1 +$frame flame4 0.1 +$frame flame5 0.1 +$frame flame6 0.1 +$framegroupend + +$modelname flame2 // standing flame, no torch +$cd id1/models/flame2 +$origin 0 0 12 +$base base +$skin skin +$framegroupstart +$frame flame1 0.1 +$frame flame2 0.1 +$frame flame3 0.1 +$frame flame4 0.1 +$frame flame5 0.1 +$frame flame6 0.1 +$framegroupend +$framegroupstart +$frame flameb1 +$frame flameb2 +$frame flameb3 +$frame flameb4 +$frame flameb5 +$frame flameb6 +$frame flameb7 +$frame flameb8 +$frame flameb9 +$frame flameb10 +$frame flameb11 +$framegroupend + +$modelname zom_gib +$cd id1/models/zom_gib +$flags 32 // EF_ZOMGIB +$base base +$skin skin +$frame frame1 + +$modelname eyes +$cd id1/models/eyes +$origin 0 0 -24 +$base base +$skin skin +$frame frame1 + +$modelname spike +$cd id1/models/spike +$origin 0 0 0 +$base spike +$skin skin +$frame spike + +$modelname s_spike +$cd id1/models/s_spike +$origin 0 0 0 +$base spike +$skin skin +$frame spike + +$modelname v_spike +$cd id1/models/v_spike +$flags 128 // EF_TRACER3 +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname w_spike +$cd id1/models/w_spike +$flags 16 // EF_TRACER +$origin 0 0 0 +$base base +$skin skin +$framegroupstart +$frame frame1 0.1 +$frame frame2 0.1 +$frame frame3 0.1 +$frame frame4 0.1 +$framegroupend + +$modelname k_spike +$cd id1/models/k_spike +$flags 64 // EF_TRACER2 +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname backpack +$cd id1/models/backpack +$flags 8 // EF_ROTATE +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname grenade +$cd id1/models/grenade2 +$flags 2 // EF_GRENADE +$origin 0 0 0 +$base base +$skin skin +$frame grenade + +$modelname missile +$cd id1/models/missile +$flags 1 // EF_ROCKET +$origin 0 0 0 +$base base +$skin skin +$frame missile + +$modelname lavaball +$cd id1/models/lavaball +$flags 1 // EF_ROCKET +$origin 0 0 0 +$base base +$skin skin +$frame frame1 + +$modelname teleport +$cd id1/models/teleport +$origin 0 0 24 +$base base +$skin skin +$frame frame1 + diff --git a/monsters.qc b/monsters.qc new file mode 100644 index 0000000..7e0609c --- /dev/null +++ b/monsters.qc @@ -0,0 +1,236 @@ +/* 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 +// +// }; + + +/* +================ +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.g_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.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.think = flymonster_start_go; + total_monsters = total_monsters + 1; +}; + + +void() swimmonster_start_go = +{ + if (deathmatch) + { + remove(self); + return; + } + + self.takedamage = DAMAGE_AIM; + 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.nextthink = self.nextthink + random()*0.5; + self.think = swimmonster_start_go; + total_monsters = total_monsters + 1; +}; + + diff --git a/ogre.qc b/ogre.qc new file mode 100644 index 0000000..32dd78d --- /dev/null +++ b/ogre.qc @@ -0,0 +1,460 @@ +/* +============================================================================== + +OGRE + +============================================================================== +*/ + +$cd id1/models/ogre_c +$origin 0 0 24 +$base base +$skin base + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 +$frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7 +$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14 + +$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 +$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14 + +$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 + +$frame pain1 pain2 pain3 pain4 pain5 + +$frame painb1 painb2 painb3 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 + +$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10 +$frame paind11 paind12 paind13 paind14 paind15 paind16 + +$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10 +$frame paine11 paine12 paine13 paine14 paine15 + +$frame death1 death2 death3 death4 death5 death6 +$frame death7 death8 death9 death10 death11 death12 +$frame death13 death14 + +$frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6 +$frame bdeath7 bdeath8 bdeath9 bdeath10 + +$frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11 + +//============================================================================= + + +void() OgreGrenadeExplode = +{ + T_RadiusDamage (self, self.owner, 40, world); + sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_EXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + self.velocity = '0 0 0'; + self.touch = SUB_Null; + setmodel (self, "progs/s_explod.spr"); + self.solid = SOLID_NOT; + s_explode1 (); +}; + +void() OgreGrenadeTouch = +{ + if (other == self.owner) + return; // don't explode on owner + if (other.takedamage == DAMAGE_AIM) + { + OgreGrenadeExplode(); + return; + } + sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound + if (self.velocity == '0 0 0') + self.avelocity = '0 0 0'; +}; + +/* +================ +OgreFireGrenade +================ +*/ +void() OgreFireGrenade = +{ + local entity missile, mpuff; + + self.effects = self.effects | EF_MUZZLEFLASH; + + sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_BOUNCE; + missile.solid = SOLID_BBOX; + +// set missile speed + + makevectors (self.angles); + + missile.velocity = normalize(self.enemy.origin - self.origin); + missile.velocity = missile.velocity * 600; + missile.velocity_z = 200; + + missile.avelocity = '300 300 300'; + + missile.angles = vectoangles(missile.velocity); + + missile.touch = OgreGrenadeTouch; + +// set missile duration + missile.nextthink = time + 2.5; + missile.think = OgreGrenadeExplode; + + setmodel (missile, "progs/grenade.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, self.origin); +}; + + +//============================================================================= + +/* +================ +chainsaw + +FIXME +================ +*/ +void(float side) chainsaw = +{ +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + if (!CanDamage (self.enemy, self)) + return; + + ai_charge(10); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + + ldmg = (random() + random() + random()) * 4; + T_Damage (self.enemy, self, self, ldmg); + + if (side) + { + makevectors (self.angles); + if (side == 1) + SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); + else + SpawnMeatSpray (self.origin + v_forward*16, side * v_right); + } +}; + + +void() ogre_stand1 =[ $stand1, ogre_stand2 ] {ai_stand();}; +void() ogre_stand2 =[ $stand2, ogre_stand3 ] {ai_stand();}; +void() ogre_stand3 =[ $stand3, ogre_stand4 ] {ai_stand();}; +void() ogre_stand4 =[ $stand4, ogre_stand5 ] {ai_stand();}; +void() ogre_stand5 =[ $stand5, ogre_stand6 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE); +ai_stand(); +}; +void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();}; +void() ogre_stand7 =[ $stand7, ogre_stand8 ] {ai_stand();}; +void() ogre_stand8 =[ $stand8, ogre_stand9 ] {ai_stand();}; +void() ogre_stand9 =[ $stand9, ogre_stand1 ] {ai_stand();}; + +void() ogre_walk1 =[ $walk1, ogre_walk2 ] {ai_walk(3);}; +void() ogre_walk2 =[ $walk2, ogre_walk3 ] {ai_walk(2);}; +void() ogre_walk3 =[ $walk3, ogre_walk4 ] { +ai_walk(2); +if (random() < 0.2) + sound (self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE); +}; +void() ogre_walk4 =[ $walk4, ogre_walk5 ] {ai_walk(2);}; +void() ogre_walk5 =[ $walk5, ogre_walk6 ] {ai_walk(2);}; +void() ogre_walk6 =[ $walk6, ogre_walk7 ] { +ai_walk(5); +if (random() < 0.1) + sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); +}; +void() ogre_walk7 =[ $walk7, ogre_walk8 ] {ai_walk(3);}; +void() ogre_walk8 =[ $walk8, ogre_walk9 ] {ai_walk(2);}; +void() ogre_walk9 =[ $walk9, ogre_walk10 ] {ai_walk(3);}; +void() ogre_walk10 =[ $walk10, ogre_walk11 ] {ai_walk(1);}; +void() ogre_walk11 =[ $walk11, ogre_walk12 ] {ai_walk(2);}; +void() ogre_walk12 =[ $walk12, ogre_walk13 ] {ai_walk(3);}; +void() ogre_walk13 =[ $walk13, ogre_walk14 ] {ai_walk(3);}; +void() ogre_walk14 =[ $walk14, ogre_walk15 ] {ai_walk(3);}; +void() ogre_walk15 =[ $walk15, ogre_walk16 ] {ai_walk(3);}; +void() ogre_walk16 =[ $walk16, ogre_walk1 ] {ai_walk(4);}; + +void() ogre_run1 =[ $run1, ogre_run2 ] {ai_run(9); +if (random() < 0.2) + sound (self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE); +}; +void() ogre_run2 =[ $run2, ogre_run3 ] {ai_run(12);}; +void() ogre_run3 =[ $run3, ogre_run4 ] {ai_run(8);}; +void() ogre_run4 =[ $run4, ogre_run5 ] {ai_run(22);}; +void() ogre_run5 =[ $run5, ogre_run6 ] {ai_run(16);}; +void() ogre_run6 =[ $run6, ogre_run7 ] {ai_run(4);}; +void() ogre_run7 =[ $run7, ogre_run8 ] {ai_run(13);}; +void() ogre_run8 =[ $run8, ogre_run1 ] {ai_run(24);}; + +void() ogre_swing1 =[ $swing1, ogre_swing2 ] {ai_charge(11); +sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM); +}; +void() ogre_swing2 =[ $swing2, ogre_swing3 ] {ai_charge(1);}; +void() ogre_swing3 =[ $swing3, ogre_swing4 ] {ai_charge(4);}; +void() ogre_swing4 =[ $swing4, ogre_swing5 ] {ai_charge(13);}; +void() ogre_swing5 =[ $swing5, ogre_swing6 ] {ai_charge(9); chainsaw(0);self.angles_y = self.angles_y + random()*25;}; +void() ogre_swing6 =[ $swing6, ogre_swing7 ] {chainsaw(200);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing7 =[ $swing7, ogre_swing8 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing8 =[ $swing8, ogre_swing9 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing9 =[ $swing9, ogre_swing10 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing10 =[ $swing10, ogre_swing11 ] {chainsaw(-200);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing11 =[ $swing11, ogre_swing12 ] {chainsaw(0);self.angles_y = self.angles_y + random()* 25;}; +void() ogre_swing12 =[ $swing12, ogre_swing13 ] {ai_charge(3);}; +void() ogre_swing13 =[ $swing13, ogre_swing14 ] {ai_charge(8);}; +void() ogre_swing14 =[ $swing14, ogre_run1 ] {ai_charge(9);}; + +void() ogre_smash1 =[ $smash1, ogre_smash2 ] {ai_charge(6); +sound (self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM); +}; +void() ogre_smash2 =[ $smash2, ogre_smash3 ] {ai_charge(0);}; +void() ogre_smash3 =[ $smash3, ogre_smash4 ] {ai_charge(0);}; +void() ogre_smash4 =[ $smash4, ogre_smash5 ] {ai_charge(1);}; +void() ogre_smash5 =[ $smash5, ogre_smash6 ] {ai_charge(4);}; +void() ogre_smash6 =[ $smash6, ogre_smash7 ] {ai_charge(4); chainsaw(0);}; +void() ogre_smash7 =[ $smash7, ogre_smash8 ] {ai_charge(4); chainsaw(0);}; +void() ogre_smash8 =[ $smash8, ogre_smash9 ] {ai_charge(10); chainsaw(0);}; +void() ogre_smash9 =[ $smash9, ogre_smash10 ] {ai_charge(13); chainsaw(0);}; +void() ogre_smash10 =[ $smash10, ogre_smash11 ] {chainsaw(1);}; +void() ogre_smash11 =[ $smash11, ogre_smash12 ] {ai_charge(2); chainsaw(0); +self.nextthink = self.nextthink + random()*0.2;}; // slight variation +void() ogre_smash12 =[ $smash12, ogre_smash13 ] {ai_charge();}; +void() ogre_smash13 =[ $smash13, ogre_smash14 ] {ai_charge(4);}; +void() ogre_smash14 =[ $smash14, ogre_run1 ] {ai_charge(12);}; + +void() ogre_nail1 =[ $shoot1, ogre_nail2 ] {ai_face();}; +void() ogre_nail2 =[ $shoot2, ogre_nail3 ] {ai_face();}; +void() ogre_nail3 =[ $shoot2, ogre_nail4 ] {ai_face();}; +void() ogre_nail4 =[ $shoot3, ogre_nail5 ] {ai_face();OgreFireGrenade();}; +void() ogre_nail5 =[ $shoot4, ogre_nail6 ] {ai_face();}; +void() ogre_nail6 =[ $shoot5, ogre_nail7 ] {ai_face();}; +void() ogre_nail7 =[ $shoot6, ogre_run1 ] {ai_face();}; + +void() ogre_pain1 =[ $pain1, ogre_pain2 ] {}; +void() ogre_pain2 =[ $pain2, ogre_pain3 ] {}; +void() ogre_pain3 =[ $pain3, ogre_pain4 ] {}; +void() ogre_pain4 =[ $pain4, ogre_pain5 ] {}; +void() ogre_pain5 =[ $pain5, ogre_run1 ] {}; + + +void() ogre_painb1 =[ $painb1, ogre_painb2 ] {}; +void() ogre_painb2 =[ $painb2, ogre_painb3 ] {}; +void() ogre_painb3 =[ $painb3, ogre_run1 ] {}; + + +void() ogre_painc1 =[ $painc1, ogre_painc2 ] {}; +void() ogre_painc2 =[ $painc2, ogre_painc3 ] {}; +void() ogre_painc3 =[ $painc3, ogre_painc4 ] {}; +void() ogre_painc4 =[ $painc4, ogre_painc5 ] {}; +void() ogre_painc5 =[ $painc5, ogre_painc6 ] {}; +void() ogre_painc6 =[ $painc6, ogre_run1 ] {}; + + +void() ogre_paind1 =[ $paind1, ogre_paind2 ] {}; +void() ogre_paind2 =[ $paind2, ogre_paind3 ] {ai_pain(10);}; +void() ogre_paind3 =[ $paind3, ogre_paind4 ] {ai_pain(9);}; +void() ogre_paind4 =[ $paind4, ogre_paind5 ] {ai_pain(4);}; +void() ogre_paind5 =[ $paind5, ogre_paind6 ] {}; +void() ogre_paind6 =[ $paind6, ogre_paind7 ] {}; +void() ogre_paind7 =[ $paind7, ogre_paind8 ] {}; +void() ogre_paind8 =[ $paind8, ogre_paind9 ] {}; +void() ogre_paind9 =[ $paind9, ogre_paind10 ] {}; +void() ogre_paind10=[ $paind10, ogre_paind11 ] {}; +void() ogre_paind11=[ $paind11, ogre_paind12 ] {}; +void() ogre_paind12=[ $paind12, ogre_paind13 ] {}; +void() ogre_paind13=[ $paind13, ogre_paind14 ] {}; +void() ogre_paind14=[ $paind14, ogre_paind15 ] {}; +void() ogre_paind15=[ $paind15, ogre_paind16 ] {}; +void() ogre_paind16=[ $paind16, ogre_run1 ] {}; + +void() ogre_paine1 =[ $paine1, ogre_paine2 ] {}; +void() ogre_paine2 =[ $paine2, ogre_paine3 ] {ai_pain(10);}; +void() ogre_paine3 =[ $paine3, ogre_paine4 ] {ai_pain(9);}; +void() ogre_paine4 =[ $paine4, ogre_paine5 ] {ai_pain(4);}; +void() ogre_paine5 =[ $paine5, ogre_paine6 ] {}; +void() ogre_paine6 =[ $paine6, ogre_paine7 ] {}; +void() ogre_paine7 =[ $paine7, ogre_paine8 ] {}; +void() ogre_paine8 =[ $paine8, ogre_paine9 ] {}; +void() ogre_paine9 =[ $paine9, ogre_paine10 ] {}; +void() ogre_paine10=[ $paine10, ogre_paine11 ] {}; +void() ogre_paine11=[ $paine11, ogre_paine12 ] {}; +void() ogre_paine12=[ $paine12, ogre_paine13 ] {}; +void() ogre_paine13=[ $paine13, ogre_paine14 ] {}; +void() ogre_paine14=[ $paine14, ogre_paine15 ] {}; +void() ogre_paine15=[ $paine15, ogre_run1 ] {}; + + +void(entity attacker, float damage) ogre_pain = +{ + local float r; + +// don't make multiple pain sounds right after each other + if (self.pain_finished > time) + return; + + sound (self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM); + + r = random(); + + if (r < 0.25) + { + ogre_pain1 (); + self.pain_finished = time + 1; + } + else if (r < 0.5) + { + ogre_painb1 (); + self.pain_finished = time + 1; + } + else if (r < 0.75) + { + ogre_painc1 (); + self.pain_finished = time + 1; + } + else if (r < 0.88) + { + ogre_paind1 (); + self.pain_finished = time + 2; + } + else + { + ogre_paine1 (); + self.pain_finished = time + 2; + } +}; + +void() ogre_die1 =[ $death1, ogre_die2 ] {}; +void() ogre_die2 =[ $death2, ogre_die3 ] {}; +void() ogre_die3 =[ $death3, ogre_die4 ] +{self.solid = SOLID_NOT; +self.ammo_rockets = 2;DropBackpack();}; +void() ogre_die4 =[ $death4, ogre_die5 ] {}; +void() ogre_die5 =[ $death5, ogre_die6 ] {}; +void() ogre_die6 =[ $death6, ogre_die7 ] {}; +void() ogre_die7 =[ $death7, ogre_die8 ] {}; +void() ogre_die8 =[ $death8, ogre_die9 ] {}; +void() ogre_die9 =[ $death9, ogre_die10 ] {}; +void() ogre_die10 =[ $death10, ogre_die11 ] {}; +void() ogre_die11 =[ $death11, ogre_die12 ] {}; +void() ogre_die12 =[ $death12, ogre_die13 ] {}; +void() ogre_die13 =[ $death13, ogre_die14 ] {}; +void() ogre_die14 =[ $death14, ogre_die14 ] {}; + +void() ogre_bdie1 =[ $bdeath1, ogre_bdie2 ] {}; +void() ogre_bdie2 =[ $bdeath2, ogre_bdie3 ] {ai_forward(5);}; +void() ogre_bdie3 =[ $bdeath3, ogre_bdie4 ] +{self.solid = SOLID_NOT; +self.ammo_rockets = 2;DropBackpack();}; +void() ogre_bdie4 =[ $bdeath4, ogre_bdie5 ] {ai_forward(1);}; +void() ogre_bdie5 =[ $bdeath5, ogre_bdie6 ] {ai_forward(3);}; +void() ogre_bdie6 =[ $bdeath6, ogre_bdie7 ] {ai_forward(7);}; +void() ogre_bdie7 =[ $bdeath7, ogre_bdie8 ] {ai_forward(25);}; +void() ogre_bdie8 =[ $bdeath8, ogre_bdie9 ] {}; +void() ogre_bdie9 =[ $bdeath9, ogre_bdie10 ] {}; +void() ogre_bdie10 =[ $bdeath10, ogre_bdie10 ] {}; + +void() ogre_die = +{ +// check for gib + if (self.health < -80) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_ogre.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + + sound (self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM); + + if (random() < 0.5) + ogre_die1 (); + else + ogre_bdie1 (); +}; + +void() ogre_melee = +{ + if (random() > 0.5) + ogre_smash1 (); + else + ogre_swing1 (); +}; + + +/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush + +*/ +void() monster_ogre = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/ogre.mdl"); + precache_model ("progs/h_ogre.mdl"); + precache_model ("progs/grenade.mdl"); + + precache_sound ("ogre/ogdrag.wav"); + precache_sound ("ogre/ogdth.wav"); + precache_sound ("ogre/ogidle.wav"); + precache_sound ("ogre/ogidle2.wav"); + precache_sound ("ogre/ogpain1.wav"); + precache_sound ("ogre/ogsawatk.wav"); + precache_sound ("ogre/ogwake.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/ogre.mdl"); + + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 200; + + self.th_stand = ogre_stand1; + self.th_walk = ogre_walk1; + self.th_run = ogre_run1; + self.th_die = ogre_die; + self.th_melee = ogre_melee; + self.th_missile = ogre_nail1; + self.th_pain = ogre_pain; + + walkmonster_start(); +}; + +void() monster_ogre_marksman = +{ + monster_ogre (); +}; + + diff --git a/oldone.qc b/oldone.qc new file mode 100644 index 0000000..103d6fb --- /dev/null +++ b/oldone.qc @@ -0,0 +1,283 @@ +/* +============================================================================== + +OLD ONE + +============================================================================== +*/ +$cd id1/models/old_one +$origin 0 0 24 +$base base +$skin skin +$scale 1 + +void() finale_1; +void() finale_2; +void() finale_3; +void() finale_4; + + +entity shub; + +$frame old1 old2 old3 old4 old5 old6 old7 old8 old9 +$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19 +$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29 +$frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39 +$frame old40 old41 old42 old43 old44 old45 old46 + +$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8 +$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14 +$frame shake15 shake16 shake17 shake18 shake19 shake20 + +//void() old_stand =[ $old1, old_stand ] {}; + +void() old_idle1 =[ $old1, old_idle2 ] {}; +void() old_idle2 =[ $old2, old_idle3 ] {}; +void() old_idle3 =[ $old3, old_idle4 ] {}; +void() old_idle4 =[ $old4, old_idle5 ] {}; +void() old_idle5 =[ $old5, old_idle6 ] {}; +void() old_idle6 =[ $old6, old_idle7 ] {}; +void() old_idle7 =[ $old7, old_idle8 ] {}; +void() old_idle8 =[ $old8, old_idle9 ] {}; +void() old_idle9 =[ $old9, old_idle10 ] {}; +void() old_idle10 =[ $old10, old_idle11 ] {}; +void() old_idle11 =[ $old11, old_idle12 ] {}; +void() old_idle12 =[ $old12, old_idle13 ] {}; +void() old_idle13 =[ $old13, old_idle14 ] {}; +void() old_idle14 =[ $old14, old_idle15 ] {}; +void() old_idle15 =[ $old15, old_idle16 ] {}; +void() old_idle16 =[ $old16, old_idle17 ] {}; +void() old_idle17 =[ $old17, old_idle18 ] {}; +void() old_idle18 =[ $old18, old_idle19 ] {}; +void() old_idle19 =[ $old19, old_idle20 ] {}; +void() old_idle20 =[ $old20, old_idle21 ] {}; +void() old_idle21 =[ $old21, old_idle22 ] {}; +void() old_idle22 =[ $old22, old_idle23 ] {}; +void() old_idle23 =[ $old23, old_idle24 ] {}; +void() old_idle24 =[ $old24, old_idle25 ] {}; +void() old_idle25 =[ $old25, old_idle26 ] {}; +void() old_idle26 =[ $old26, old_idle27 ] {}; +void() old_idle27 =[ $old27, old_idle28 ] {}; +void() old_idle28 =[ $old28, old_idle29 ] {}; +void() old_idle29 =[ $old29, old_idle30 ] {}; +void() old_idle30 =[ $old30, old_idle31 ] {}; +void() old_idle31 =[ $old31, old_idle32 ] {}; +void() old_idle32 =[ $old32, old_idle33 ] {}; +void() old_idle33 =[ $old33, old_idle34 ] {}; +void() old_idle34 =[ $old34, old_idle35 ] {}; +void() old_idle35 =[ $old35, old_idle36 ] {}; +void() old_idle36 =[ $old36, old_idle37 ] {}; +void() old_idle37 =[ $old37, old_idle38 ] {}; +void() old_idle38 =[ $old38, old_idle39 ] {}; +void() old_idle39 =[ $old39, old_idle40 ] {}; +void() old_idle40 =[ $old40, old_idle41 ] {}; +void() old_idle41 =[ $old41, old_idle42 ] {}; +void() old_idle42 =[ $old42, old_idle43 ] {}; +void() old_idle43 =[ $old43, old_idle44 ] {}; +void() old_idle44 =[ $old44, old_idle45 ] {}; +void() old_idle45 =[ $old45, old_idle46 ] {}; +void() old_idle46 =[ $old46, old_idle1 ] {}; + + +void() old_thrash1 =[ $shake1, old_thrash2 ] {lightstyle(0, "m");}; +void() old_thrash2 =[ $shake2, old_thrash3 ] {lightstyle(0, "k");}; +void() old_thrash3 =[ $shake3, old_thrash4 ] {lightstyle(0, "k");}; +void() old_thrash4 =[ $shake4, old_thrash5 ] {lightstyle(0, "i");}; +void() old_thrash5 =[ $shake5, old_thrash6 ] {lightstyle(0, "g");}; +void() old_thrash6 =[ $shake6, old_thrash7 ] {lightstyle(0, "e");}; +void() old_thrash7 =[ $shake7, old_thrash8 ] {lightstyle(0, "c");}; +void() old_thrash8 =[ $shake8, old_thrash9 ] {lightstyle(0, "a");}; +void() old_thrash9 =[ $shake9, old_thrash10 ] {lightstyle(0, "c");}; +void() old_thrash10 =[ $shake10, old_thrash11 ] {lightstyle(0, "e");}; +void() old_thrash11 =[ $shake11, old_thrash12 ] {lightstyle(0, "g");}; +void() old_thrash12 =[ $shake12, old_thrash13 ] {lightstyle(0, "i");}; +void() old_thrash13 =[ $shake13, old_thrash14 ] {lightstyle(0, "k");}; +void() old_thrash14 =[ $shake14, old_thrash15 ] {lightstyle(0, "m");}; +void() old_thrash15 =[ $shake15, old_thrash16 ] {lightstyle(0, "m"); +self.cnt = self.cnt + 1; +if (self.cnt != 3) + self.think = old_thrash1; +}; +void() old_thrash16 =[ $shake16, old_thrash17 ] {lightstyle(0, "g");}; +void() old_thrash17 =[ $shake17, old_thrash18 ] {lightstyle(0, "c");}; +void() old_thrash18 =[ $shake18, old_thrash19 ] {lightstyle(0, "b");}; +void() old_thrash19 =[ $shake19, old_thrash20 ] {lightstyle(0, "a");}; +void() old_thrash20 =[ $shake20, old_thrash20 ] {finale_4();}; + +//============================================================================ + +void() finale_1 = +{ + local entity pos, pl; + local entity timer; + + intermission_exittime = time + 10000000; // never allow exit + intermission_running = 1; + + // find the intermission spot + pos = find (world, classname, "info_intermission"); + if (!pos) + error ("no info_intermission"); + pl = find (world, classname, "misc_teleporttrain"); + if (!pl) + error ("no teleporttrain"); + remove (pl); + + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, ""); + + pl = find (world, classname, "player"); + while (pl != world) + { + pl.view_ofs = '0 0 0'; + pl.angles = other.v_angle = pos.mangle; + pl.fixangle = TRUE; // turn this way immediately + pl.map = self.map; + pl.nextthink = time + 0.5; + pl.takedamage = DAMAGE_NO; + pl.solid = SOLID_NOT; + pl.movetype = MOVETYPE_NONE; + pl.modelindex = 0; + setorigin (pl, pos.origin); + pl = find (pl, classname, "player"); + } + + // make fake versions of all players as standins, and move the real + // players to the intermission spot + + // wait for 1 second + timer = spawn(); + timer.nextthink = time + 1; + timer.think = finale_2; +}; + +void() finale_2 = +{ + local vector o; + + // start a teleport splash inside shub + + o = shub.origin - '0 100 0'; + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_TELEPORT); + WriteCoord (MSG_BROADCAST, o_x); + WriteCoord (MSG_BROADCAST, o_y); + WriteCoord (MSG_BROADCAST, o_z); + + sound (shub, CHAN_VOICE, "misc/r_tele1.wav", 1, ATTN_NORM); + + self.nextthink = time + 2; + self.think = finale_3; +}; + +void() finale_3 = +{ + // start shub thrashing wildly + shub.think = old_thrash1; + sound (shub, CHAN_VOICE, "boss2/death.wav", 1, ATTN_NORM); + lightstyle(0, "abcdefghijklmlkjihgfedcb"); +}; + +void() finale_4 = +{ + // throw tons of meat chunks + local vector oldo; + local float x, y, z; + local float r; + local entity n; + + sound (self, CHAN_VOICE, "boss2/pop2.wav", 1, ATTN_NORM); + + oldo = self.origin; + + z = 16; + while (z <= 144) + { + x = -64; + while (x <= 64) + { + y = -64; + while (y <= 64) + { + self.origin_x = oldo_x + x; + self.origin_y = oldo_y + y; + self.origin_z = oldo_z + z; + + r = random(); + if (r < 0.3) + ThrowGib ("progs/gib1.mdl", -999); + else if (r < 0.6) + ThrowGib ("progs/gib2.mdl", -999); + else + ThrowGib ("progs/gib3.mdl", -999); + y = y + 32; + } + x = x + 32; + } + z = z + 96; + } + // start the end text + WriteByte (MSG_ALL, SVC_FINALE); + WriteString (MSG_ALL, "Congratulations and well done! You have\nbeaten the hideous Shub-Niggurath, and\nher hundreds of ugly changelings and\nmonsters. You have proven that your\nskill and your cunning are greater than\nall the powers of Quake. You are the\nmaster now. Id Software salutes you."); + +// put a player model down + n = spawn(); + setmodel (n, "progs/player.mdl"); + oldo = oldo - '32 264 0'; + setorigin (n, oldo); + n.angles = '0 290 0'; + n.frame = 1; + + remove (self); + +// switch cd track + WriteByte (MSG_ALL, SVC_CDTRACK); + WriteByte (MSG_ALL, 3); + WriteByte (MSG_ALL, 3); + lightstyle(0, "m"); +}; + +//============================================================================ + +void () nopain = +{ + self.health = 40000; +}; + +//============================================================================ + + +/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32) +*/ +void() monster_oldone = +{ + if (deathmatch) + { + remove(self); + return; + } + + precache_model2 ("progs/oldone.mdl"); + + precache_sound2 ("boss2/death.wav"); + precache_sound2 ("boss2/idle.wav"); + precache_sound2 ("boss2/sight.wav"); + precache_sound2 ("boss2/pop2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/oldone.mdl"); + setsize (self, '-160 -128 -24', '160 128 256'); + + self.health = 40000; // kill by telefrag + self.think = old_idle1; + self.nextthink = time + 0.1; + self.takedamage = DAMAGE_YES; + self.th_pain = nopain; + self.th_die = finale_1; + shub = self; + + total_monsters = total_monsters + 1; +}; + diff --git a/plats.qc b/plats.qc new file mode 100644 index 0000000..8a8397a --- /dev/null +++ b/plats.qc @@ -0,0 +1,364 @@ + + +void() plat_center_touch; +void() plat_outside_touch; +void() plat_trigger_use; +void() plat_go_up; +void() plat_go_down; +void() plat_crush; +float PLAT_LOW_TRIGGER = 1; + +void() plat_spawn_inside_trigger = +{ + local entity trigger; + local vector tmin, tmax; + +// +// middle trigger +// + trigger = spawn(); + trigger.touch = plat_center_touch; + trigger.movetype = MOVETYPE_NONE; + trigger.solid = SOLID_TRIGGER; + trigger.enemy = self; + + tmin = self.mins + '25 25 0'; + tmax = self.maxs - '25 25 -8'; + tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8); + if (self.spawnflags & PLAT_LOW_TRIGGER) + tmax_z = tmin_z + 8; + + if (self.size_x <= 50) + { + tmin_x = (self.mins_x + self.maxs_x) / 2; + tmax_x = tmin_x + 1; + } + if (self.size_y <= 50) + { + tmin_y = (self.mins_y + self.maxs_y) / 2; + tmax_y = tmin_y + 1; + } + + setsize (trigger, tmin, tmax); +}; + +void() plat_hit_top = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_TOP; + self.think = plat_go_down; + self.nextthink = self.ltime + 3; +}; + +void() plat_hit_bottom = +{ + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + self.state = STATE_BOTTOM; +}; + +void() plat_go_down = +{ + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + self.state = STATE_DOWN; + SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom); +}; + +void() plat_go_up = +{ + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + self.state = STATE_UP; + SUB_CalcMove (self.pos1, self.speed, plat_hit_top); +}; + +void() plat_center_touch = +{ + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + + self = self.enemy; + if (self.state == STATE_BOTTOM) + plat_go_up (); + else if (self.state == STATE_TOP) + self.nextthink = self.ltime + 1; // delay going down +}; + +void() plat_outside_touch = +{ + if (other.classname != "player") + return; + + if (other.health <= 0) + return; + +//dprint ("plat_outside_touch\n"); + self = self.enemy; + if (self.state == STATE_TOP) + plat_go_down (); +}; + +void() plat_trigger_use = +{ + if (self.think) + return; // allready activated + plat_go_down(); +}; + + +void() plat_crush = +{ +//dprint ("plat_crush\n"); + + T_Damage (other, self, self, 1); + + if (self.state == STATE_UP) + plat_go_down (); + else if (self.state == STATE_DOWN) + plat_go_up (); + else + objerror ("plat_crush: bad self.state\n"); +}; + +void() plat_use = +{ + self.use = SUB_Null; + if (self.state != STATE_UP) + objerror ("plat_use: not in up state"); + plat_go_down(); +}; + + +/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER +speed default 150 + +Plats are always drawn in the extended position, so they will light correctly. + +If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat. + +If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height. +Set "sounds" to one of the following: +1) base fast +2) chain slow +*/ + + +void() func_plat = + +{ +local entity t; + + if (!self.t_length) + self.t_length = 80; + if (!self.t_width) + self.t_width = 10; + + if (self.sounds == 0) + self.sounds = 2; +// FIX THIS TO LOAD A GENERIC PLAT SOUND + + if (self.sounds == 1) + { + precache_sound ("plats/plat1.wav"); + precache_sound ("plats/plat2.wav"); + self.noise = "plats/plat1.wav"; + self.noise1 = "plats/plat2.wav"; + } + + if (self.sounds == 2) + { + precache_sound ("plats/medplat1.wav"); + precache_sound ("plats/medplat2.wav"); + self.noise = "plats/medplat1.wav"; + self.noise1 = "plats/medplat2.wav"; + } + + + self.mangle = self.angles; + self.angles = '0 0 0'; + + self.classname = "plat"; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + setorigin (self, self.origin); + setmodel (self, self.model); + setsize (self, self.mins , self.maxs); + + self.blocked = plat_crush; + if (!self.speed) + self.speed = 150; + +// pos1 is the top position, pos2 is the bottom + self.pos1 = self.origin; + self.pos2 = self.origin; + if (self.height) + self.pos2_z = self.origin_z - self.height; + else + self.pos2_z = self.origin_z - self.size_z + 8; + + self.use = plat_trigger_use; + + plat_spawn_inside_trigger (); // the "start moving" trigger + + if (self.targetname) + { + self.state = STATE_UP; + self.use = plat_use; + } + else + { + setorigin (self, self.pos2); + self.state = STATE_BOTTOM; + } +}; + +//============================================================================ + +void() train_next; +void() func_train_find; + +void() train_blocked = +{ + if (time < self.attack_finished) + return; + self.attack_finished = time + 0.5; + T_Damage (other, self, self, self.dmg); +}; +void() train_use = +{ + if (self.think != func_train_find) + return; // already activated + train_next(); +}; + +void() train_wait = +{ + if (self.wait) + { + self.nextthink = self.ltime + self.wait; + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + } + else + self.nextthink = self.ltime + 0.1; + + self.think = train_next; +}; + +void() train_next = +{ + local entity targ; + + targ = find (world, targetname, self.target); + self.target = targ.target; + if (!self.target) + objerror ("train_next: no next target"); + if (targ.wait) + self.wait = targ.wait; + else + self.wait = 0; + sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM); + SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait); +}; + +void() func_train_find = + +{ + local entity targ; + + targ = find (world, targetname, self.target); + self.target = targ.target; + setorigin (self, targ.origin - self.mins); + if (!self.targetname) + { // not triggered, so start immediately + self.nextthink = self.ltime + 0.1; + self.think = train_next; + } +}; + +/*QUAKED func_train (0 .5 .8) ? +Trains are moving platforms that players can ride. +The targets origin specifies the min point of the train at each corner. +The train spawns at the first target it is pointing at. +If the train is the target of a button or trigger, it will not begin moving until activated. +speed default 100 +dmg default 2 +sounds +1) ratchet metal + +*/ +void() func_train = +{ + if (!self.speed) + self.speed = 100; + if (!self.target) + objerror ("func_train without a target"); + if (!self.dmg) + self.dmg = 2; + + if (self.sounds == 0) + { + self.noise = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + self.noise1 = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + } + + if (self.sounds == 1) + { + self.noise = ("plats/train2.wav"); + precache_sound ("plats/train2.wav"); + self.noise1 = ("plats/train1.wav"); + precache_sound ("plats/train1.wav"); + } + + self.cnt = 1; + self.solid = SOLID_BSP; + self.movetype = MOVETYPE_PUSH; + self.blocked = train_blocked; + self.use = train_use; + self.classname = "train"; + + setmodel (self, self.model); + setsize (self, self.mins , self.maxs); + setorigin (self, self.origin); + +// start trains on the second frame, to make sure their targets have had +// a chance to spawn + self.nextthink = self.ltime + 0.1; + self.think = func_train_find; +}; + +/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8) +This is used for the final bos +*/ +void() misc_teleporttrain = +{ + if (!self.speed) + self.speed = 100; + if (!self.target) + objerror ("func_train without a target"); + + self.cnt = 1; + self.solid = SOLID_NOT; + self.movetype = MOVETYPE_PUSH; + self.blocked = train_blocked; + self.use = train_use; + self.avelocity = '100 200 300'; + + self.noise = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + self.noise1 = ("misc/null.wav"); + precache_sound ("misc/null.wav"); + + precache_model2 ("progs/teleport.mdl"); + setmodel (self, "progs/teleport.mdl"); + setsize (self, self.mins , self.maxs); + setorigin (self, self.origin); + +// start trains on the second frame, to make sure their targets have had +// a chance to spawn + self.nextthink = self.ltime + 0.1; + self.think = func_train_find; +}; + diff --git a/player.qc b/player.qc new file mode 100644 index 0000000..457259c --- /dev/null +++ b/player.qc @@ -0,0 +1,659 @@ + +void() bubble_bob; + +/* +============================================================================== + +PLAYER + +============================================================================== +*/ + +$cd id1/models/player_4 +$origin 0 -6 24 +$base base +$skin skin + +// +// running +// +$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 + +$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 + +// +// standing +// +$frame stand1 stand2 stand3 stand4 stand5 + +$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 +$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 + + +// +// pain +// +$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + + +// +// death +// + +$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 +$frame axdeth7 axdeth8 axdeth9 + +$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 +$frame deatha9 deatha10 deatha11 + +$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 +$frame deathb9 + +$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 +$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 + +$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 +$frame deathd8 deathd9 + +$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 +$frame deathe8 deathe9 + +// +// attacks +// +$frame nailatt1 nailatt2 + +$frame light1 light2 + +$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 + +$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 + +$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 + +$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 + +$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 + +$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 + + +/* +============================================================================== +PLAYER +============================================================================== +*/ + +void() player_run; + +void() player_stand1 =[ $axstnd1, player_stand1 ] +{ + self.weaponframe=0; + if (self.velocity_x || self.velocity_y) + { + self.walkframe=0; + player_run(); + return; + } + + if (self.g_weapon == IT_AXE) + { + if (self.walkframe >= 12) + self.walkframe = 0; + self.frame = $axstnd1 + self.walkframe; + } + else + { + if (self.walkframe >= 5) + self.walkframe = 0; + self.frame = $stand1 + self.walkframe; + } + self.walkframe = self.walkframe + 1; +}; + +void() player_run =[ $rockrun1, player_run ] +{ + self.weaponframe=0; + if (!self.velocity_x && !self.velocity_y) + { + self.walkframe=0; + player_stand1(); + return; + } + + if (self.g_weapon == IT_AXE) + { + if (self.walkframe == 6) + self.walkframe = 0; + self.frame = $axrun1 + self.walkframe; + } + else + { + if (self.walkframe == 6) + self.walkframe = 0; + self.frame = self.frame + self.walkframe; + } + self.walkframe = self.walkframe + 1; +}; + + +void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1; +self.effects = self.effects | EF_MUZZLEFLASH;}; +void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;}; +void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;}; +void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;}; +void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;}; +void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;}; + +void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;}; +void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;}; +void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();}; +void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;}; + +void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;}; +void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;}; +void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();}; +void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;}; + +void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;}; +void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;}; +void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();}; +void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;}; + +void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;}; +void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;}; +void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();}; +void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;}; + + +//============================================================================ + +void() player_nail1 =[$nailatt1, player_nail2 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + self.weaponframe = self.weaponframe + 1; + if (self.weaponframe == 9) + self.weaponframe = 1; + SuperDamageSound(); + W_FireSpikes (4); + self.attack_finished = time + 0.2; +}; +void() player_nail2 =[$nailatt2, player_nail1 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + self.weaponframe = self.weaponframe + 1; + if (self.weaponframe == 9) + self.weaponframe = 1; + SuperDamageSound(); + W_FireSpikes (-4); + self.attack_finished = time + 0.2; +}; + +//============================================================================ + +void() player_light1 =[$light1, player_light2 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + self.weaponframe = self.weaponframe + 1; + if (self.weaponframe == 5) + self.weaponframe = 1; + SuperDamageSound(); + W_FireLightning(); + self.attack_finished = time + 0.2; +}; +void() player_light2 =[$light2, player_light1 ] +{ + self.effects = self.effects | EF_MUZZLEFLASH; + + if (!self.button0) + {player_run ();return;} + self.weaponframe = self.weaponframe + 1; + if (self.weaponframe == 5) + self.weaponframe = 1; + SuperDamageSound(); + W_FireLightning(); + self.attack_finished = time + 0.2; +}; + +//============================================================================ + + +void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1; +self.effects = self.effects | EF_MUZZLEFLASH;}; +void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;}; +void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;}; +void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;}; +void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;}; +void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;}; +void(float num_bubbles) DeathBubbles; + +void() PainSound = +{ +local float rs; + + if (self.health < 0) + return; + + if (damage_attacker.classname == "teledeath") + { + sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); + return; + } + +// water pain sounds + if (self.watertype == CONTENT_WATER && self.waterlevel == 3) + { + DeathBubbles(1); + if (random() > 0.5) + sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); + return; + } + +// slime pain sounds + if (self.watertype == CONTENT_SLIME) + { +// FIX ME put in some steam here + if (random() > 0.5) + sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); + return; + } + + if (self.watertype == CONTENT_LAVA) + { + if (random() > 0.5) + sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); + else + sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); + return; + } + + if (self.pain_finished > time) + { + self.axhitme = 0; + return; + } + self.pain_finished = time + 0.5; + +// don't make multiple pain sounds right after each other + +// ax pain sound + if (self.axhitme == 1) + { + self.axhitme = 0; + sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); + return; + } + + + rs = rint((random() * 5) + 1); + + self.noise = ""; + if (rs == 1) + self.noise = "player/pain1.wav"; + else if (rs == 2) + self.noise = "player/pain2.wav"; + else if (rs == 3) + self.noise = "player/pain3.wav"; + else if (rs == 4) + self.noise = "player/pain4.wav"; + else if (rs == 5) + self.noise = "player/pain5.wav"; + else + self.noise = "player/pain6.wav"; + + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + return; +}; + +void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;}; +void() player_pain2 = [ $pain2, player_pain3 ] {}; +void() player_pain3 = [ $pain3, player_pain4 ] {}; +void() player_pain4 = [ $pain4, player_pain5 ] {}; +void() player_pain5 = [ $pain5, player_pain6 ] {}; +void() player_pain6 = [ $pain6, player_run ] {}; + +void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;}; +void() player_axpain2 = [ $axpain2, player_axpain3 ] {}; +void() player_axpain3 = [ $axpain3, player_axpain4 ] {}; +void() player_axpain4 = [ $axpain4, player_axpain5 ] {}; +void() player_axpain5 = [ $axpain5, player_axpain6 ] {}; +void() player_axpain6 = [ $axpain6, player_run ] {}; + +void() player_pain = +{ + if (self.weaponframe) + return; + + if (self.invisible_finished > time) + return; // eyes don't have pain frames + + if (self.g_weapon == IT_AXE) + player_axpain1 (); + else + player_pain1 (); +}; + +void() player_diea1; +void() player_dieb1; +void() player_diec1; +void() player_died1; +void() player_diee1; +void() player_die_ax1; + +void() DeathBubblesSpawn = +{ +local entity bubble; + if (self.owner.waterlevel != 3) + return; + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.owner.origin + '0 0 24'); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = '0 0 15'; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.classname = "bubble"; + bubble.frame = 0; + bubble.cnt = 0; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.nextthink = time + 0.1; + self.think = DeathBubblesSpawn; + self.air_finished = self.air_finished + 1; + if (self.air_finished >= self.bubble_count) + remove(self); +}; + +void(float num_bubbles) DeathBubbles = +{ +local entity bubble_spawner; + + bubble_spawner = spawn(); + setorigin (bubble_spawner, self.origin); + bubble_spawner.movetype = MOVETYPE_NONE; + bubble_spawner.solid = SOLID_NOT; + bubble_spawner.nextthink = time + 0.1; + bubble_spawner.think = DeathBubblesSpawn; + bubble_spawner.air_finished = 0; + bubble_spawner.owner = self; + bubble_spawner.bubble_count = num_bubbles; + return; +}; + + +void() DeathSound = +{ +local float rs; + + // water death sounds + if (self.waterlevel == 3) + { + DeathBubbles(20); + sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); + return; + } + + rs = rint ((random() * 4) + 1); + if (rs == 1) + self.noise = "player/death1.wav"; + if (rs == 2) + self.noise = "player/death2.wav"; + if (rs == 3) + self.noise = "player/death3.wav"; + if (rs == 4) + self.noise = "player/death4.wav"; + if (rs == 5) + self.noise = "player/death5.wav"; + + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE); + return; +}; + + +void() PlayerDead = +{ + self.nextthink = -1; +// allow respawn after a certain time + self.deadflag = DEAD_DEAD; +}; + +vector(float dm) VelocityForDamage = +{ + local vector v; + + v_x = 100 * crandom(); + v_y = 100 * crandom(); + v_z = 200 + 100 * random(); + + if (dm > -50) + { +// dprint ("level 1\n"); + v = v * 0.7; + } + else if (dm > -200) + { +// dprint ("level 3\n"); + v = v * 2; + } + else + v = v * 10; + + return v; +}; + +void(string gibname, float dm) ThrowGib = +{ + local entity new; + + new = spawn(); + new.origin = self.origin; + setmodel (new, gibname); + setsize (new, '0 0 0', '0 0 0'); + new.velocity = VelocityForDamage (dm); + new.movetype = MOVETYPE_BOUNCE; + new.solid = SOLID_NOT; + new.avelocity_x = random()*600; + new.avelocity_y = random()*600; + new.avelocity_z = random()*600; + new.think = SUB_Remove; + new.ltime = time; + new.nextthink = time + 10 + random()*10; + new.frame = 0; + new.flags = 0; +}; + +void(string gibname, float dm) ThrowHead = +{ + setmodel (self, gibname); + self.frame = 0; + self.nextthink = -1; + self.movetype = MOVETYPE_BOUNCE; + self.takedamage = DAMAGE_NO; + self.solid = SOLID_NOT; + self.view_ofs = '0 0 8'; + setsize (self, '-16 -16 0', '16 16 56'); + self.velocity = VelocityForDamage (dm); + self.origin_z = self.origin_z - 24; + self.flags = self.flags - (self.flags & FL_ONGROUND); + self.avelocity = crandom() * '0 600 0'; +}; + + +void() GibPlayer = +{ + ThrowHead ("progs/h_player.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + + self.deadflag = DEAD_DEAD; + + if (damage_attacker.classname == "teledeath") + { + sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); + return; + } + + if (damage_attacker.classname == "teledeath2") + { + sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); + return; + } + + if (random() < 0.5) + sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE); + else + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE); +}; + +void() PlayerDie = +{ + local float i; + + self.g_items = self.g_items - (self.g_items & IT_INVISIBILITY); + self.invisible_finished = 0; // don't die as eyes + self.invincible_finished = 0; + self.super_damage_finished = 0; + self.radsuit_finished = 0; + self.modelindex = modelindex_player; // don't use eyes + + if (deathmatch || coop) + DropBackpack(); + + self.weaponmodel=""; + self.view_ofs = '0 0 -8'; + self.deadflag = DEAD_DYING; + self.solid = SOLID_NOT; + self.flags = self.flags - (self.flags & FL_ONGROUND); + self.movetype = MOVETYPE_TOSS; + if (self.velocity_z < 10) + self.velocity_z = self.velocity_z + random()*300; + + if (self.health < -40) + { + GibPlayer (); + return; + } + + DeathSound(); + + self.angles_x = 0; + self.angles_z = 0; + + if (self.g_weapon == IT_AXE) + { + player_die_ax1 (); + return; + } + + i = cvar("temp1"); + if (!i) + i = 1 + floor(random()*6); + + if (i == 1) + player_diea1(); + else if (i == 2) + player_dieb1(); + else if (i == 3) + player_diec1(); + else if (i == 4) + player_died1(); + else + player_diee1(); + +}; + +void() set_suicide_frame = +{ // used by klill command and diconnect command + if (self.model != "progs/player.mdl") + return; // allready gibbed + self.frame = $deatha11; + self.solid = SOLID_NOT; + self.movetype = MOVETYPE_TOSS; + self.deadflag = DEAD_DEAD; + self.nextthink = -1; +}; + + +void() player_diea1 = [ $deatha1, player_diea2 ] {}; +void() player_diea2 = [ $deatha2, player_diea3 ] {}; +void() player_diea3 = [ $deatha3, player_diea4 ] {}; +void() player_diea4 = [ $deatha4, player_diea5 ] {}; +void() player_diea5 = [ $deatha5, player_diea6 ] {}; +void() player_diea6 = [ $deatha6, player_diea7 ] {}; +void() player_diea7 = [ $deatha7, player_diea8 ] {}; +void() player_diea8 = [ $deatha8, player_diea9 ] {}; +void() player_diea9 = [ $deatha9, player_diea10 ] {}; +void() player_diea10 = [ $deatha10, player_diea11 ] {}; +void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();}; + +void() player_dieb1 = [ $deathb1, player_dieb2 ] {}; +void() player_dieb2 = [ $deathb2, player_dieb3 ] {}; +void() player_dieb3 = [ $deathb3, player_dieb4 ] {}; +void() player_dieb4 = [ $deathb4, player_dieb5 ] {}; +void() player_dieb5 = [ $deathb5, player_dieb6 ] {}; +void() player_dieb6 = [ $deathb6, player_dieb7 ] {}; +void() player_dieb7 = [ $deathb7, player_dieb8 ] {}; +void() player_dieb8 = [ $deathb8, player_dieb9 ] {}; +void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();}; + +void() player_diec1 = [ $deathc1, player_diec2 ] {}; +void() player_diec2 = [ $deathc2, player_diec3 ] {}; +void() player_diec3 = [ $deathc3, player_diec4 ] {}; +void() player_diec4 = [ $deathc4, player_diec5 ] {}; +void() player_diec5 = [ $deathc5, player_diec6 ] {}; +void() player_diec6 = [ $deathc6, player_diec7 ] {}; +void() player_diec7 = [ $deathc7, player_diec8 ] {}; +void() player_diec8 = [ $deathc8, player_diec9 ] {}; +void() player_diec9 = [ $deathc9, player_diec10 ] {}; +void() player_diec10 = [ $deathc10, player_diec11 ] {}; +void() player_diec11 = [ $deathc11, player_diec12 ] {}; +void() player_diec12 = [ $deathc12, player_diec13 ] {}; +void() player_diec13 = [ $deathc13, player_diec14 ] {}; +void() player_diec14 = [ $deathc14, player_diec15 ] {}; +void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();}; + +void() player_died1 = [ $deathd1, player_died2 ] {}; +void() player_died2 = [ $deathd2, player_died3 ] {}; +void() player_died3 = [ $deathd3, player_died4 ] {}; +void() player_died4 = [ $deathd4, player_died5 ] {}; +void() player_died5 = [ $deathd5, player_died6 ] {}; +void() player_died6 = [ $deathd6, player_died7 ] {}; +void() player_died7 = [ $deathd7, player_died8 ] {}; +void() player_died8 = [ $deathd8, player_died9 ] {}; +void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();}; + +void() player_diee1 = [ $deathe1, player_diee2 ] {}; +void() player_diee2 = [ $deathe2, player_diee3 ] {}; +void() player_diee3 = [ $deathe3, player_diee4 ] {}; +void() player_diee4 = [ $deathe4, player_diee5 ] {}; +void() player_diee5 = [ $deathe5, player_diee6 ] {}; +void() player_diee6 = [ $deathe6, player_diee7 ] {}; +void() player_diee7 = [ $deathe7, player_diee8 ] {}; +void() player_diee8 = [ $deathe8, player_diee9 ] {}; +void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();}; + +void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {}; +void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {}; +void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {}; +void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {}; +void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {}; +void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {}; +void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {}; +void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {}; +void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();}; diff --git a/progs.src b/progs.src new file mode 100644 index 0000000..346516a --- /dev/null +++ b/progs.src @@ -0,0 +1,36 @@ +../progs.dat + +defs.i +defs.qc +subs.qc +fight.qc +ai.qc +combat.qc +items.qc +weapons.qc +world.qc +client.qc +player.qc +monsters.qc +doors.qc +buttons.qc +triggers.qc +plats.qc +misc.qc + +ogre.qc +demon.qc +shambler.qc +knight.qc +soldier.qc +wizard.qc +dog.qc +zombie.qc +boss.qc + +tarbaby.qc // registered +hknight.qc // registered +fish.qc // registered +shalrath.qc // registered +enforcer.qc // registered +oldone.qc // registered diff --git a/shalrath.qc b/shalrath.qc new file mode 100644 index 0000000..adf821a --- /dev/null +++ b/shalrath.qc @@ -0,0 +1,239 @@ +/* +============================================================================== + +SHAL-RATH + +============================================================================== +*/ +$cd id1/models/shalrath +$origin 0 0 24 +$base base +$skin skin +$scale 0.7 + +$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 +$frame attack9 attack10 attack11 + +$frame pain1 pain2 pain3 pain4 pain5 + +$frame death1 death2 death3 death4 death5 death6 death7 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 +$frame walk11 walk12 + +void() shalrath_pain; +void() ShalMissile; +void() shal_stand =[ $walk1, shal_stand ] {ai_stand();}; + +void() shal_walk1 =[ $walk2, shal_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); +ai_walk(6);}; +void() shal_walk2 =[ $walk3, shal_walk3 ] {ai_walk(4);}; +void() shal_walk3 =[ $walk4, shal_walk4 ] {ai_walk(0);}; +void() shal_walk4 =[ $walk5, shal_walk5 ] {ai_walk(0);}; +void() shal_walk5 =[ $walk6, shal_walk6 ] {ai_walk(0);}; +void() shal_walk6 =[ $walk7, shal_walk7 ] {ai_walk(0);}; +void() shal_walk7 =[ $walk8, shal_walk8 ] {ai_walk(5);}; +void() shal_walk8 =[ $walk9, shal_walk9 ] {ai_walk(6);}; +void() shal_walk9 =[ $walk10, shal_walk10 ] {ai_walk(5);}; +void() shal_walk10 =[ $walk11, shal_walk11 ] {ai_walk(0);}; +void() shal_walk11 =[ $walk12, shal_walk12 ] {ai_walk(4);}; +void() shal_walk12 =[ $walk1, shal_walk1 ] {ai_walk(5);}; + +void() shal_run1 =[ $walk2, shal_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "shalrath/idle.wav", 1, ATTN_IDLE); +ai_run(6);}; +void() shal_run2 =[ $walk3, shal_run3 ] {ai_run(4);}; +void() shal_run3 =[ $walk4, shal_run4 ] {ai_run(0);}; +void() shal_run4 =[ $walk5, shal_run5 ] {ai_run(0);}; +void() shal_run5 =[ $walk6, shal_run6 ] {ai_run(0);}; +void() shal_run6 =[ $walk7, shal_run7 ] {ai_run(0);}; +void() shal_run7 =[ $walk8, shal_run8 ] {ai_run(5);}; +void() shal_run8 =[ $walk9, shal_run9 ] {ai_run(6);}; +void() shal_run9 =[ $walk10, shal_run10 ] {ai_run(5);}; +void() shal_run10 =[ $walk11, shal_run11 ] {ai_run(0);}; +void() shal_run11 =[ $walk12, shal_run12 ] {ai_run(4);}; +void() shal_run12 =[ $walk1, shal_run1 ] {ai_run(5);}; + +void() shal_attack1 =[ $attack1, shal_attack2 ] { +sound (self, CHAN_VOICE, "shalrath/attack.wav", 1, ATTN_NORM); +ai_face(); +}; +void() shal_attack2 =[ $attack2, shal_attack3 ] {ai_face();}; +void() shal_attack3 =[ $attack3, shal_attack4 ] {ai_face();}; +void() shal_attack4 =[ $attack4, shal_attack5 ] {ai_face();}; +void() shal_attack5 =[ $attack5, shal_attack6 ] {ai_face();}; +void() shal_attack6 =[ $attack6, shal_attack7 ] {ai_face();}; +void() shal_attack7 =[ $attack7, shal_attack8 ] {ai_face();}; +void() shal_attack8 =[ $attack8, shal_attack9 ] {ai_face();}; +void() shal_attack9 =[ $attack9, shal_attack10 ] {ShalMissile();}; +void() shal_attack10 =[ $attack10, shal_attack11 ] {ai_face();}; +void() shal_attack11 =[ $attack11, shal_run1 ] {}; + +void() shal_pain1 =[ $pain1, shal_pain2 ] {}; +void() shal_pain2 =[ $pain2, shal_pain3 ] {}; +void() shal_pain3 =[ $pain3, shal_pain4 ] {}; +void() shal_pain4 =[ $pain4, shal_pain5 ] {}; +void() shal_pain5 =[ $pain5, shal_run1 ] {}; + +void() shal_death1 =[ $death1, shal_death2 ] {}; +void() shal_death2 =[ $death2, shal_death3 ] {}; +void() shal_death3 =[ $death3, shal_death4 ] {}; +void() shal_death4 =[ $death4, shal_death5 ] {}; +void() shal_death5 =[ $death5, shal_death6 ] {}; +void() shal_death6 =[ $death6, shal_death7 ] {}; +void() shal_death7 =[ $death7, shal_death7 ] {}; + + +void() shalrath_pain = +{ + if (self.pain_finished > time) + return; + + sound (self, CHAN_VOICE, "shalrath/pain.wav", 1, ATTN_NORM); + shal_pain1(); + self.pain_finished = time + 3; +}; + +void() shalrath_die = +{ +// check for gib + if (self.health < -90) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_shal.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + + sound (self, CHAN_VOICE, "shalrath/death.wav", 1, ATTN_NORM); + shal_death1(); + self.solid = SOLID_NOT; + // insert death sounds here +}; + +/* +================ +ShalMissile +================ +*/ +void() ShalMissileTouch; +void() ShalHome; +void() ShalMissile = +{ + local entity missile; + local vector dir; + local float dist, flytime; + + dir = normalize((self.enemy.origin + '0 0 10') - self.origin); + dist = vlen (self.enemy.origin - self.origin); + flytime = dist * 0.002; + if (flytime < 0.1) + flytime = 0.1; + + self.effects = self.effects | EF_MUZZLEFLASH; + sound (self, CHAN_WEAPON, "shalrath/attack2.wav", 1, ATTN_NORM); + + missile = spawn (); + missile.owner = self; + + missile.solid = SOLID_BBOX; + missile.movetype = MOVETYPE_FLYMISSILE; + setmodel (missile, "progs/v_spike.mdl"); + + setsize (missile, '0 0 0', '0 0 0'); + + missile.origin = self.origin + '0 0 10'; + missile.velocity = dir * 400; + missile.avelocity = '300 300 300'; + missile.nextthink = flytime + time; + missile.think = ShalHome; + missile.enemy = self.enemy; + missile.touch = ShalMissileTouch; +}; + +void() ShalHome = +{ + local vector dir, vtemp; + vtemp = self.enemy.origin + '0 0 10'; + if (self.enemy.health < 1) + { + remove(self); + return; + } + dir = normalize(vtemp - self.origin); + if (skill == 3) + self.velocity = dir * 350; + else + self.velocity = dir * 250; + self.nextthink = time + 0.2; + self.think = ShalHome; +}; + +void() ShalMissileTouch = +{ + if (other == self.owner) + return; // don't explode on owner + + if (other.classname == "monster_zombie") + T_Damage (other, self, self, 110); + T_RadiusDamage (self, self.owner, 40, world); + sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_EXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + self.velocity = '0 0 0'; + self.touch = SUB_Null; + setmodel (self, "progs/s_explod.spr"); + self.solid = SOLID_NOT; + s_explode1 (); +}; + +//================================================================= + +/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush +*/ +void() monster_shalrath = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/shalrath.mdl"); + precache_model2 ("progs/h_shal.mdl"); + precache_model2 ("progs/v_spike.mdl"); + + precache_sound2 ("shalrath/attack.wav"); + precache_sound2 ("shalrath/attack2.wav"); + precache_sound2 ("shalrath/death.wav"); + precache_sound2 ("shalrath/idle.wav"); + precache_sound2 ("shalrath/pain.wav"); + precache_sound2 ("shalrath/sight.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/shalrath.mdl"); + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 400; + + self.th_stand = shal_stand; + self.th_walk = shal_walk1; + self.th_run = shal_run1; + self.th_die = shalrath_die; + self.th_pain = shalrath_pain; + self.th_missile = shal_attack1; + + self.think = walkmonster_start; + self.nextthink = time + 0.1 + random ()*0.1; + +}; diff --git a/shambler.qc b/shambler.qc new file mode 100644 index 0000000..7789ddd --- /dev/null +++ b/shambler.qc @@ -0,0 +1,367 @@ +/* +============================================================================== + +SHAMBLER + +============================================================================== +*/ + +$cd id1/models/shams +$origin 0 0 24 +$base base +$skin base + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 +$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 +$frame walk8 walk9 walk10 walk11 walk12 + +$frame run1 run2 run3 run4 run5 run6 + +$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 +$frame smash8 smash9 smash10 smash11 smash12 + +$frame swingr1 swingr2 swingr3 swingr4 swingr5 +$frame swingr6 swingr7 swingr8 swingr9 + +$frame swingl1 swingl2 swingl3 swingl4 swingl5 +$frame swingl6 swingl7 swingl8 swingl9 + +$frame magic1 magic2 magic3 magic4 magic5 +$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame death1 death2 death3 death4 death5 death6 +$frame death7 death8 death9 death10 death11 + +void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();}; +void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();}; +void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();}; +void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();}; +void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();}; +void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();}; +void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();}; +void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();}; +void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();}; +void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();}; +void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();}; +void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();}; +void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();}; +void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();}; +void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();}; +void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();}; +void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();}; + +void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);}; +void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9);}; +void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9);}; +void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5);}; +void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6);}; +void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12);}; +void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8);}; +void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3);}; +void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13);}; +void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9);}; +void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7);}; +void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7); +if (random() > 0.8) + sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);}; + +void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20);}; +void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24);}; +void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20);}; +void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20);}; +void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24);}; +void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20); +if (random() > 0.8) + sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE); +}; + +void() sham_smash1 =[ $smash1, sham_smash2 ] { +sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM); +ai_charge(2);}; +void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6);}; +void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6);}; +void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5);}; +void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4);}; +void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1);}; +void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0);}; +void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0);}; +void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0);}; +void() sham_smash10 =[ $smash10, sham_smash11 ] { +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + ai_charge(0); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + if (!CanDamage (self.enemy, self)) + return; + + ldmg = (random() + random() + random()) * 40; + T_Damage (self.enemy, self, self, ldmg); + sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM); + + SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); + SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right); +}; +void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5);}; +void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4);}; + +void() sham_swingr1; + +void(float side) ShamClaw = +{ +local vector delta; +local float ldmg; + + if (!self.enemy) + return; + ai_charge(10); + + delta = self.enemy.origin - self.origin; + + if (vlen(delta) > 100) + return; + + ldmg = (random() + random() + random()) * 20; + T_Damage (self.enemy, self, self, ldmg); + sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM); + + if (side) + { + makevectors (self.angles); + SpawnMeatSpray (self.origin + v_forward*16, side * v_right); + } +}; + +void() sham_swingl1 =[ $swingl1, sham_swingl2 ] { +sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM); +ai_charge(5);}; +void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3);}; +void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7);}; +void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3);}; +void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7);}; +void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9);}; +void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(250);}; +void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4);}; +void() sham_swingl9 =[ $swingl9, sham_run1 ] { +ai_charge(8); +if (random()<0.5) + self.think = sham_swingr1; +}; + +void() sham_swingr1 =[ $swingr1, sham_swingr2 ] { +sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM); +ai_charge(1);}; +void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8);}; +void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14);}; +void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7);}; +void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3);}; +void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6);}; +void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(-250);}; +void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3);}; +void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1); +ai_charge(10); +if (random()<0.5) + self.think = sham_swingl1; +}; + +void() sham_melee = +{ + local float chance; + + chance = random(); + if (chance > 0.6 || self.health == 600) + sham_smash1 (); + else if (chance > 0.3) + sham_swingr1 (); + else + sham_swingl1 (); +}; + + +//============================================================================ + +void() CastLightning = +{ + local vector org, dir; + + self.effects = self.effects | EF_MUZZLEFLASH; + + ai_face (); + + org = self.origin + '0 0 40'; + + dir = self.enemy.origin + '0 0 16' - org; + dir = normalize (dir); + + traceline (org, self.origin + dir*600, TRUE, self); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_LIGHTNING1); + WriteEntity (MSG_BROADCAST, self); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + WriteCoord (MSG_BROADCAST, trace_endpos_x); + WriteCoord (MSG_BROADCAST, trace_endpos_y); + WriteCoord (MSG_BROADCAST, trace_endpos_z); + + LightningDamage (org, trace_endpos, self, 10); +}; + +void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face(); + sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM); +}; +void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();}; +void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2; +local entity o; + +self.effects = self.effects | EF_MUZZLEFLASH; +ai_face(); +self.owner = spawn(); +o = self.owner; +setmodel (o, "progs/s_light.mdl"); +setorigin (o, self.origin); +o.angles = self.angles; +o.nextthink = time + 0.7; +o.think = SUB_Remove; +}; +void() sham_magic4 =[ $magic4, sham_magic5 ] +{ +self.effects = self.effects | EF_MUZZLEFLASH; +self.owner.frame = 1; +}; +void() sham_magic5 =[ $magic5, sham_magic6 ] +{ +self.effects = self.effects | EF_MUZZLEFLASH; +self.owner.frame = 2; +}; +void() sham_magic6 =[ $magic6, sham_magic9 ] +{ +remove (self.owner); +CastLightning(); +sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM); +}; +void() sham_magic9 =[ $magic9, sham_magic10 ] +{CastLightning();}; +void() sham_magic10 =[ $magic10, sham_magic11 ] +{CastLightning();}; +void() sham_magic11 =[ $magic11, sham_magic12 ] +{ +if (skill == 3) + CastLightning(); +}; +void() sham_magic12 =[ $magic12, sham_run1 ] {}; + + + +void() sham_pain1 =[ $pain1, sham_pain2 ] {}; +void() sham_pain2 =[ $pain2, sham_pain3 ] {}; +void() sham_pain3 =[ $pain3, sham_pain4 ] {}; +void() sham_pain4 =[ $pain4, sham_pain5 ] {}; +void() sham_pain5 =[ $pain5, sham_pain6 ] {}; +void() sham_pain6 =[ $pain6, sham_run1 ] {}; + +void(entity attacker, float damage) sham_pain = +{ + sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM); + + if (self.health <= 0) + return; // allready dying, don't go into pain frame + + if (random()*400 > damage) + return; // didn't flinch + + if (self.pain_finished > time) + return; + self.pain_finished = time + 2; + + sham_pain1 (); +}; + + +//============================================================================ + +void() sham_death1 =[ $death1, sham_death2 ] {}; +void() sham_death2 =[ $death2, sham_death3 ] {}; +void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;}; +void() sham_death4 =[ $death4, sham_death5 ] {}; +void() sham_death5 =[ $death5, sham_death6 ] {}; +void() sham_death6 =[ $death6, sham_death7 ] {}; +void() sham_death7 =[ $death7, sham_death8 ] {}; +void() sham_death8 =[ $death8, sham_death9 ] {}; +void() sham_death9 =[ $death9, sham_death10 ] {}; +void() sham_death10 =[ $death10, sham_death11 ] {}; +void() sham_death11 =[ $death11, sham_death11 ] {}; + +void() sham_die = +{ +// check for gib + if (self.health < -60) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_shams.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM); + sham_death1 (); +}; + +//============================================================================ + + +/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush +*/ +void() monster_shambler = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/shambler.mdl"); + precache_model ("progs/s_light.mdl"); + precache_model ("progs/h_shams.mdl"); + precache_model ("progs/bolt.mdl"); + + precache_sound ("shambler/sattck1.wav"); + precache_sound ("shambler/sboom.wav"); + precache_sound ("shambler/sdeath.wav"); + precache_sound ("shambler/shurt2.wav"); + precache_sound ("shambler/sidle.wav"); + precache_sound ("shambler/ssight.wav"); + precache_sound ("shambler/melee1.wav"); + precache_sound ("shambler/melee2.wav"); + precache_sound ("shambler/smack.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + setmodel (self, "progs/shambler.mdl"); + + setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); + self.health = 600; + + self.th_stand = sham_stand1; + self.th_walk = sham_walk1; + self.th_run = sham_run1; + self.th_die = sham_die; + self.th_melee = sham_melee; + self.th_missile = sham_magic1; + self.th_pain = sham_pain; + + walkmonster_start(); +}; diff --git a/soldier.qc b/soldier.qc new file mode 100644 index 0000000..f1632f5 --- /dev/null +++ b/soldier.qc @@ -0,0 +1,284 @@ +/* +============================================================================== + +SOLDIER / PLAYER + +============================================================================== +*/ + +$cd id1/models/soldier3 +$origin 0 -6 24 +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 + +$frame death1 death2 death3 death4 death5 death6 death7 death8 +$frame death9 death10 + +$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 +$frame deathc9 deathc10 deathc11 + +$frame load1 load2 load3 load4 load5 load6 load7 load8 load9 load10 load11 + +$frame pain1 pain2 pain3 pain4 pain5 pain6 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 +$frame painb11 painb12 painb13 painb14 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 +$frame painc11 painc12 painc13 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 + +$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6 shoot7 shoot8 shoot9 + +$frame prowl_1 prowl_2 prowl_3 prowl_4 prowl_5 prowl_6 prowl_7 prowl_8 +$frame prowl_9 prowl_10 prowl_11 prowl_12 prowl_13 prowl_14 prowl_15 prowl_16 +$frame prowl_17 prowl_18 prowl_19 prowl_20 prowl_21 prowl_22 prowl_23 prowl_24 + +/* +============================================================================== +SOLDIER CODE +============================================================================== +*/ + +void() army_fire; + +void() army_stand1 =[ $stand1, army_stand2 ] {ai_stand();}; +void() army_stand2 =[ $stand2, army_stand3 ] {ai_stand();}; +void() army_stand3 =[ $stand3, army_stand4 ] {ai_stand();}; +void() army_stand4 =[ $stand4, army_stand5 ] {ai_stand();}; +void() army_stand5 =[ $stand5, army_stand6 ] {ai_stand();}; +void() army_stand6 =[ $stand6, army_stand7 ] {ai_stand();}; +void() army_stand7 =[ $stand7, army_stand8 ] {ai_stand();}; +void() army_stand8 =[ $stand8, army_stand1 ] {ai_stand();}; + +void() army_walk1 =[ $prowl_1, army_walk2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); +ai_walk(1);}; +void() army_walk2 =[ $prowl_2, army_walk3 ] {ai_walk(1);}; +void() army_walk3 =[ $prowl_3, army_walk4 ] {ai_walk(1);}; +void() army_walk4 =[ $prowl_4, army_walk5 ] {ai_walk(1);}; +void() army_walk5 =[ $prowl_5, army_walk6 ] {ai_walk(2);}; +void() army_walk6 =[ $prowl_6, army_walk7 ] {ai_walk(3);}; +void() army_walk7 =[ $prowl_7, army_walk8 ] {ai_walk(4);}; +void() army_walk8 =[ $prowl_8, army_walk9 ] {ai_walk(4);}; +void() army_walk9 =[ $prowl_9, army_walk10 ] {ai_walk(2);}; +void() army_walk10 =[ $prowl_10, army_walk11 ] {ai_walk(2);}; +void() army_walk11 =[ $prowl_11, army_walk12 ] {ai_walk(2);}; +void() army_walk12 =[ $prowl_12, army_walk13 ] {ai_walk(1);}; +void() army_walk13 =[ $prowl_13, army_walk14 ] {ai_walk(0);}; +void() army_walk14 =[ $prowl_14, army_walk15 ] {ai_walk(1);}; +void() army_walk15 =[ $prowl_15, army_walk16 ] {ai_walk(1);}; +void() army_walk16 =[ $prowl_16, army_walk17 ] {ai_walk(1);}; +void() army_walk17 =[ $prowl_17, army_walk18 ] {ai_walk(3);}; +void() army_walk18 =[ $prowl_18, army_walk19 ] {ai_walk(3);}; +void() army_walk19 =[ $prowl_19, army_walk20 ] {ai_walk(3);}; +void() army_walk20 =[ $prowl_20, army_walk21 ] {ai_walk(3);}; +void() army_walk21 =[ $prowl_21, army_walk22 ] {ai_walk(2);}; +void() army_walk22 =[ $prowl_22, army_walk23 ] {ai_walk(1);}; +void() army_walk23 =[ $prowl_23, army_walk24 ] {ai_walk(1);}; +void() army_walk24 =[ $prowl_24, army_walk1 ] {ai_walk(1);}; + +void() army_run1 =[ $run1, army_run2 ] { +if (random() < 0.2) + sound (self, CHAN_VOICE, "soldier/idle.wav", 1, ATTN_IDLE); +ai_run(11);}; +void() army_run2 =[ $run2, army_run3 ] {ai_run(15);}; +void() army_run3 =[ $run3, army_run4 ] {ai_run(10);}; +void() army_run4 =[ $run4, army_run5 ] {ai_run(10);}; +void() army_run5 =[ $run5, army_run6 ] {ai_run(8);}; +void() army_run6 =[ $run6, army_run7 ] {ai_run(15);}; +void() army_run7 =[ $run7, army_run8 ] {ai_run(10);}; +void() army_run8 =[ $run8, army_run1 ] {ai_run(8);}; + +void() army_atk1 =[ $shoot1, army_atk2 ] {ai_face();}; +void() army_atk2 =[ $shoot2, army_atk3 ] {ai_face();}; +void() army_atk3 =[ $shoot3, army_atk4 ] {ai_face();}; +void() army_atk4 =[ $shoot4, army_atk5 ] {ai_face();}; +void() army_atk5 =[ $shoot5, army_atk6 ] {ai_face();army_fire(); +self.effects = self.effects | EF_MUZZLEFLASH;}; +void() army_atk6 =[ $shoot6, army_atk7 ] {ai_face();}; +void() army_atk7 =[ $shoot7, army_atk8 ] {ai_face();SUB_CheckRefire (army_atk1);}; +void() army_atk8 =[ $shoot8, army_atk9 ] {ai_face();}; +void() army_atk9 =[ $shoot9, army_run1 ] {ai_face();}; + + +void() army_pain1 =[ $pain1, army_pain2 ] {}; +void() army_pain2 =[ $pain2, army_pain3 ] {}; +void() army_pain3 =[ $pain3, army_pain4 ] {}; +void() army_pain4 =[ $pain4, army_pain5 ] {}; +void() army_pain5 =[ $pain5, army_pain6 ] {}; +void() army_pain6 =[ $pain6, army_run1 ] {ai_pain(1);}; + +void() army_painb1 =[ $painb1, army_painb2 ] {}; +void() army_painb2 =[ $painb2, army_painb3 ] {ai_painforward(13);}; +void() army_painb3 =[ $painb3, army_painb4 ] {ai_painforward(9);}; +void() army_painb4 =[ $painb4, army_painb5 ] {}; +void() army_painb5 =[ $painb5, army_painb6 ] {}; +void() army_painb6 =[ $painb6, army_painb7 ] {}; +void() army_painb7 =[ $painb7, army_painb8 ] {}; +void() army_painb8 =[ $painb8, army_painb9 ] {}; +void() army_painb9 =[ $painb9, army_painb10] {}; +void() army_painb10=[ $painb10, army_painb11] {}; +void() army_painb11=[ $painb11, army_painb12] {}; +void() army_painb12=[ $painb12, army_painb13] {ai_pain(2);}; +void() army_painb13=[ $painb13, army_painb14] {}; +void() army_painb14=[ $painb14, army_run1 ] {}; + +void() army_painc1 =[ $painc1, army_painc2 ] {}; +void() army_painc2 =[ $painc2, army_painc3 ] {ai_pain(1);}; +void() army_painc3 =[ $painc3, army_painc4 ] {}; +void() army_painc4 =[ $painc4, army_painc5 ] {}; +void() army_painc5 =[ $painc5, army_painc6 ] {ai_painforward(1);}; +void() army_painc6 =[ $painc6, army_painc7 ] {ai_painforward(1);}; +void() army_painc7 =[ $painc7, army_painc8 ] {}; +void() army_painc8 =[ $painc8, army_painc9 ] {ai_pain(1);}; +void() army_painc9 =[ $painc9, army_painc10] {ai_painforward(4);}; +void() army_painc10=[ $painc10, army_painc11] {ai_painforward(3);}; +void() army_painc11=[ $painc11, army_painc12] {ai_painforward(6);}; +void() army_painc12=[ $painc12, army_painc13] {ai_painforward(8);}; +void() army_painc13=[ $painc13, army_run1] {}; + +void(entity attacker, float damage) army_pain = +{ + local float r; + + if (self.pain_finished > time) + return; + + r = random(); + + if (r < 0.2) + { + self.pain_finished = time + 0.6; + army_pain1 (); + sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM); + } + else if (r < 0.6) + { + self.pain_finished = time + 1.1; + army_painb1 (); + sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); + } + else + { + self.pain_finished = time + 1.1; + army_painc1 (); + sound (self, CHAN_VOICE, "soldier/pain2.wav", 1, ATTN_NORM); + } +}; + + +void() army_fire = +{ + local vector dir; + local entity en; + + ai_face(); + + sound (self, CHAN_WEAPON, "soldier/sattck1.wav", 1, ATTN_NORM); + +// fire somewhat behind the player, so a dodging player is harder to hit + en = self.enemy; + + dir = en.origin - en.velocity*0.2; + dir = normalize (dir - self.origin); + + FireBullets (4, dir, '0.1 0.1 0'); +}; + + + +void() army_die1 =[ $death1, army_die2 ] {}; +void() army_die2 =[ $death2, army_die3 ] {}; +void() army_die3 =[ $death3, army_die4 ] +{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();}; +void() army_die4 =[ $death4, army_die5 ] {}; +void() army_die5 =[ $death5, army_die6 ] {}; +void() army_die6 =[ $death6, army_die7 ] {}; +void() army_die7 =[ $death7, army_die8 ] {}; +void() army_die8 =[ $death8, army_die9 ] {}; +void() army_die9 =[ $death9, army_die10 ] {}; +void() army_die10 =[ $death10, army_die10 ] {}; + +void() army_cdie1 =[ $deathc1, army_cdie2 ] {}; +void() army_cdie2 =[ $deathc2, army_cdie3 ] {ai_back(5);}; +void() army_cdie3 =[ $deathc3, army_cdie4 ] +{self.solid = SOLID_NOT;self.ammo_shells = 5;DropBackpack();ai_back(4);}; +void() army_cdie4 =[ $deathc4, army_cdie5 ] {ai_back(13);}; +void() army_cdie5 =[ $deathc5, army_cdie6 ] {ai_back(3);}; +void() army_cdie6 =[ $deathc6, army_cdie7 ] {ai_back(4);}; +void() army_cdie7 =[ $deathc7, army_cdie8 ] {}; +void() army_cdie8 =[ $deathc8, army_cdie9 ] {}; +void() army_cdie9 =[ $deathc9, army_cdie10 ] {}; +void() army_cdie10 =[ $deathc10, army_cdie11 ] {}; +void() army_cdie11 =[ $deathc11, army_cdie11 ] {}; + + +void() army_die = +{ +// check for gib + if (self.health < -35) + { + sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_guard.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); + return; + } + +// regular death + sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM); + if (random() < 0.5) + army_die1 (); + else + army_cdie1 (); +}; + + +/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush +*/ +void() monster_army = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model ("progs/soldier.mdl"); + precache_model ("progs/h_guard.mdl"); + precache_model ("progs/gib1.mdl"); + precache_model ("progs/gib2.mdl"); + precache_model ("progs/gib3.mdl"); + + precache_sound ("soldier/death1.wav"); + precache_sound ("soldier/idle.wav"); + precache_sound ("soldier/pain1.wav"); + precache_sound ("soldier/pain2.wav"); + precache_sound ("soldier/sattck1.wav"); + precache_sound ("soldier/sight1.wav"); + + precache_sound ("player/udeath.wav"); // gib death + + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/soldier.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 30; + + self.th_stand = army_stand1; + self.th_walk = army_walk1; + self.th_run = army_run1; + self.th_missile = army_atk1; + self.th_pain = army_pain; + self.th_die = army_die; + + walkmonster_start (); +}; diff --git a/sprites.qc b/sprites.qc new file mode 100644 index 0000000..6874f59 --- /dev/null +++ b/sprites.qc @@ -0,0 +1,26 @@ + +// these are the only sprites still in the game... + +$spritename s_explod +$type vp_parallel +$load id1/gfx/sprites/explod03.lbm +$frame 24 24 56 56 +$frame 120 24 56 56 +$frame 216 24 56 56 +$frame 24 88 56 56 +$frame 120 88 56 56 +$frame 216 88 56 56 + + +$spritename s_bubble +$type vp_parallel +$load id1/gfx/sprites/bubble.lbm +$frame 16 16 16 16 +$frame 40 16 16 16 + + +$spritename s_light +$type vp_parallel +$load id1/gfx/sprites/light.lbm +$frame 104 32 32 32 + diff --git a/subs.qc b/subs.qc new file mode 100644 index 0000000..46a09d3 --- /dev/null +++ b/subs.qc @@ -0,0 +1,316 @@ + + +void() SUB_Null = {}; + +void() SUB_Remove = {remove(self);}; + + +/* +QuakeEd only writes a single float for angles (bad idea), so up and down are +just constant angles. +*/ +vector() SetMovedir = +{ + if (self.angles == '0 -1 0') + self.movedir = '0 0 1'; + else if (self.angles == '0 -2 0') + self.movedir = '0 0 -1'; + else + { + makevectors (self.angles); + self.movedir = v_forward; + } + + self.angles = '0 0 0'; +}; + +/* +================ +InitTrigger +================ +*/ +void() InitTrigger = +{ +// trigger angles are used for one-way touches. An angle of 0 is assumed +// to mean no restrictions, so use a yaw of 360 instead. + if (self.angles != '0 0 0') + SetMovedir (); + self.solid = SOLID_TRIGGER; + setmodel (self, self.model); // set size and link into world + self.movetype = MOVETYPE_NONE; + self.modelindex = 0; + self.model = ""; +}; + +/* +============= +SUB_CalcMove + +calculate self.velocity and self.nextthink to reach dest from +self.origin traveling at speed +=============== +*/ +void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt = +{ +local entity stemp; + stemp = self; + self = ent; + + SUB_CalcMove (tdest, tspeed, func); + self = stemp; +}; + +void(vector tdest, float tspeed, void() func) SUB_CalcMove = +{ +local vector vdestdelta; +local float len, traveltime; + + if (!tspeed) + objerror("No speed is defined!"); + + self.think1 = func; + self.finaldest = tdest; + self.think = SUB_CalcMoveDone; + + if (tdest == self.origin) + { + self.velocity = '0 0 0'; + self.nextthink = self.ltime + 0.1; + return; + } + +// set destdelta to the vector needed to move + vdestdelta = tdest - self.origin; + +// calculate length of vector + len = vlen (vdestdelta); + +// divide by speed to get time to reach dest + traveltime = len / tspeed; + + if (traveltime < 0.1) + { + self.velocity = '0 0 0'; + self.nextthink = self.ltime + 0.1; + return; + } + +// set nextthink to trigger a think when dest is reached + self.nextthink = self.ltime + traveltime; + +// scale the destdelta vector by the time spent traveling to get velocity + self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float +}; + +/* +============ +After moving, set origin to exact final destination +============ +*/ +void() SUB_CalcMoveDone = +{ + setorigin(self, self.finaldest); + self.velocity = '0 0 0'; + self.nextthink = -1; + if (self.think1) + self.think1(); +}; + + +/* +============= +SUB_CalcAngleMove + +calculate self.avelocity and self.nextthink to reach destangle from +self.angles rotating + +The calling function should make sure self.think is valid +=============== +*/ +void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt = +{ +local entity stemp; + stemp = self; + self = ent; + SUB_CalcAngleMove (destangle, tspeed, func); + self = stemp; +}; + +void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove = +{ +local vector destdelta; +local float len, traveltime; + + if (!tspeed) + objerror("No speed is defined!"); + +// set destdelta to the vector needed to move + destdelta = destangle - self.angles; + +// calculate length of vector + len = vlen (destdelta); + +// divide by speed to get time to reach dest + traveltime = len / tspeed; + +// set nextthink to trigger a think when dest is reached + self.nextthink = self.ltime + traveltime; + +// scale the destdelta vector by the time spent traveling to get velocity + self.avelocity = destdelta * (1 / traveltime); + + self.think1 = func; + self.finalangle = destangle; + self.think = SUB_CalcAngleMoveDone; +}; + +/* +============ +After rotating, set angle to exact final angle +============ +*/ +void() SUB_CalcAngleMoveDone = +{ + self.angles = self.finalangle; + self.avelocity = '0 0 0'; + self.nextthink = -1; + if (self.think1) + self.think1(); +}; + + +//============================================================================= + +void() DelayThink = +{ + activator = self.enemy; + SUB_UseTargets (); + remove(self); +}; + +/* +============================== +SUB_UseTargets + +the global "activator" should be set to the entity that initiated the firing. + +If self.delay is set, a DelayedUse entity will be created that will actually +do the SUB_UseTargets after that many seconds have passed. + +Centerprints any self.message to the activator. + +Removes all entities with a targetname that match self.killtarget, +and removes them, so some events can remove other triggers. + +Search for (string)targetname in all entities that +match (string)self.target and call their .use function + +============================== +*/ +void() SUB_UseTargets = +{ + local entity t, stemp, otemp, act; + +// +// check for a delay +// + if (self.delay) + { + // create a temp object to fire at a later time + t = spawn(); + t.classname = "DelayedUse"; + t.nextthink = time + self.delay; + t.think = DelayThink; + t.enemy = activator; + t.message = self.message; + t.killtarget = self.killtarget; + t.target = self.target; + return; + } + + +// +// print the message +// + if (activator.classname == "player" && self.message != "") + { + centerprint (activator, self.message); + if (!self.noise) + sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM); + } + +// +// kill the killtagets +// + if (self.killtarget) + { + t = world; + do + { + t = find (t, targetname, self.killtarget); + if (!t) + return; + remove (t); + } while ( 1 ); + } + +// +// fire targets +// + if (self.target) + { + act = activator; + t = world; + do + { + t = find (t, targetname, self.target); + if (!t) + { + return; + } + stemp = self; + otemp = other; + self = t; + other = stemp; + if (self.use != SUB_Null) + { + if (self.use) + self.use (); + } + self = stemp; + other = otemp; + activator = act; + } while ( 1 ); + } + + +}; + + +/* + +in nightmare mode, all attack_finished times become 0 +some monsters refire twice automatically + +*/ + +void(float normal) SUB_AttackFinished = +{ + self.cnt = 0; // refire count for nightmare + if (skill != 3) + self.attack_finished = time + normal; +}; + +float (entity targ) visible; + +void (void() thinkst) SUB_CheckRefire = +{ + if (skill != 3) + return; + if (self.cnt == 1) + return; + if (!visible (self.enemy)) + return; + self.cnt = 1; + self.think = thinkst; +}; diff --git a/tarbaby.qc b/tarbaby.qc new file mode 100644 index 0000000..8742afc --- /dev/null +++ b/tarbaby.qc @@ -0,0 +1,222 @@ +/* +============================================================================== + +BLOB + +============================================================================== +*/ + +$cd id1/models/tarbaby +$origin 0 0 24 +$base base + +$skin skin + +$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 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 run13 +$frame run14 run15 run16 run17 run18 run19 run20 run21 run22 run23 +$frame run24 run25 + +$frame jump1 jump2 jump3 jump4 jump5 jump6 + +$frame fly1 fly2 fly3 fly4 + +$frame exp + +void() tbaby_stand1 =[ $walk1, tbaby_stand1 ] {ai_stand();}; + +void() tbaby_hang1 =[ $walk1, tbaby_hang1 ] {ai_stand();}; + +void() tbaby_walk1 =[ $walk1, tbaby_walk2 ] {ai_turn();}; +void() tbaby_walk2 =[ $walk2, tbaby_walk3 ] {ai_turn();}; +void() tbaby_walk3 =[ $walk3, tbaby_walk4 ] {ai_turn();}; +void() tbaby_walk4 =[ $walk4, tbaby_walk5 ] {ai_turn();}; +void() tbaby_walk5 =[ $walk5, tbaby_walk6 ] {ai_turn();}; +void() tbaby_walk6 =[ $walk6, tbaby_walk7 ] {ai_turn();}; +void() tbaby_walk7 =[ $walk7, tbaby_walk8 ] {ai_turn();}; +void() tbaby_walk8 =[ $walk8, tbaby_walk9 ] {ai_turn();}; +void() tbaby_walk9 =[ $walk9, tbaby_walk10 ] {ai_turn();}; +void() tbaby_walk10 =[ $walk10, tbaby_walk11 ] {ai_turn();}; +void() tbaby_walk11 =[ $walk11, tbaby_walk12 ] {ai_walk(2);}; +void() tbaby_walk12 =[ $walk12, tbaby_walk13 ] {ai_walk(2);}; +void() tbaby_walk13 =[ $walk13, tbaby_walk14 ] {ai_walk(2);}; +void() tbaby_walk14 =[ $walk14, tbaby_walk15 ] {ai_walk(2);}; +void() tbaby_walk15 =[ $walk15, tbaby_walk16 ] {ai_walk(2);}; +void() tbaby_walk16 =[ $walk16, tbaby_walk17 ] {ai_walk(2);}; +void() tbaby_walk17 =[ $walk17, tbaby_walk18 ] {ai_walk(2);}; +void() tbaby_walk18 =[ $walk18, tbaby_walk19 ] {ai_walk(2);}; +void() tbaby_walk19 =[ $walk19, tbaby_walk20 ] {ai_walk(2);}; +void() tbaby_walk20 =[ $walk20, tbaby_walk21 ] {ai_walk(2);}; +void() tbaby_walk21 =[ $walk21, tbaby_walk22 ] {ai_walk(2);}; +void() tbaby_walk22 =[ $walk22, tbaby_walk23 ] {ai_walk(2);}; +void() tbaby_walk23 =[ $walk23, tbaby_walk24 ] {ai_walk(2);}; +void() tbaby_walk24 =[ $walk24, tbaby_walk25 ] {ai_walk(2);}; +void() tbaby_walk25 =[ $walk25, tbaby_walk1 ] {ai_walk(2);}; + +void() tbaby_run1 =[ $run1, tbaby_run2 ] {ai_face();}; +void() tbaby_run2 =[ $run2, tbaby_run3 ] {ai_face();}; +void() tbaby_run3 =[ $run3, tbaby_run4 ] {ai_face();}; +void() tbaby_run4 =[ $run4, tbaby_run5 ] {ai_face();}; +void() tbaby_run5 =[ $run5, tbaby_run6 ] {ai_face();}; +void() tbaby_run6 =[ $run6, tbaby_run7 ] {ai_face();}; +void() tbaby_run7 =[ $run7, tbaby_run8 ] {ai_face();}; +void() tbaby_run8 =[ $run8, tbaby_run9 ] {ai_face();}; +void() tbaby_run9 =[ $run9, tbaby_run10 ] {ai_face();}; +void() tbaby_run10 =[ $run10, tbaby_run11 ] {ai_face();}; +void() tbaby_run11 =[ $run11, tbaby_run12 ] {ai_run(2);}; +void() tbaby_run12 =[ $run12, tbaby_run13 ] {ai_run(2);}; +void() tbaby_run13 =[ $run13, tbaby_run14 ] {ai_run(2);}; +void() tbaby_run14 =[ $run14, tbaby_run15 ] {ai_run(2);}; +void() tbaby_run15 =[ $run15, tbaby_run16 ] {ai_run(2);}; +void() tbaby_run16 =[ $run16, tbaby_run17 ] {ai_run(2);}; +void() tbaby_run17 =[ $run17, tbaby_run18 ] {ai_run(2);}; +void() tbaby_run18 =[ $run18, tbaby_run19 ] {ai_run(2);}; +void() tbaby_run19 =[ $run19, tbaby_run20 ] {ai_run(2);}; +void() tbaby_run20 =[ $run20, tbaby_run21 ] {ai_run(2);}; +void() tbaby_run21 =[ $run21, tbaby_run22 ] {ai_run(2);}; +void() tbaby_run22 =[ $run22, tbaby_run23 ] {ai_run(2);}; +void() tbaby_run23 =[ $run23, tbaby_run24 ] {ai_run(2);}; +void() tbaby_run24 =[ $run24, tbaby_run25 ] {ai_run(2);}; +void() tbaby_run25 =[ $run25, tbaby_run1 ] {ai_run(2);}; + + +//============================================================================ + + +void() tbaby_jump1; + +void() Tar_JumpTouch = +{ + local float ldmg; + + if (other.takedamage && other.classname != self.classname) + { + if ( vlen(self.velocity) > 400 ) + { + ldmg = 10 + 10*random(); + T_Damage (other, self, self, ldmg); + sound (self, CHAN_WEAPON, "blob/hit1.wav", 1, ATTN_NORM); + } + } + else + sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM); + + + if (!checkbottom(self)) + { + if (self.flags & FL_ONGROUND) + { // jump randomly to not get hung up +//dprint ("popjump\n"); + self.touch = SUB_Null; + self.think = tbaby_run1; + self.movetype = MOVETYPE_STEP; + self.nextthink = time + 0.1; + +// self.velocity_x = (random() - 0.5) * 600; +// self.velocity_y = (random() - 0.5) * 600; +// self.velocity_z = 200; +// self.flags = self.flags - FL_ONGROUND; + } + return; // not on ground yet + } + + self.touch = SUB_Null; + self.think = tbaby_jump1; + self.nextthink = time + 0.1; +}; + +void() tbaby_jump5; + +void() tbaby_fly1 =[ $fly1, tbaby_fly2 ] {}; +void() tbaby_fly2 =[ $fly2, tbaby_fly3 ] {}; +void() tbaby_fly3 =[ $fly3, tbaby_fly4 ] {}; +void() tbaby_fly4 =[ $fly4, tbaby_fly1 ] { +self.cnt = self.cnt + 1; +if (self.cnt == 4) +{ +//dprint ("spawn hop\n"); +tbaby_jump5 (); +} +}; + +void() tbaby_jump1 =[ $jump1, tbaby_jump2 ] {ai_face();}; +void() tbaby_jump2 =[ $jump2, tbaby_jump3 ] {ai_face();}; +void() tbaby_jump3 =[ $jump3, tbaby_jump4 ] {ai_face();}; +void() tbaby_jump4 =[ $jump4, tbaby_jump5 ] {ai_face();}; +void() tbaby_jump5 =[ $jump5, tbaby_jump6 ] +{ + self.movetype = MOVETYPE_BOUNCE; + self.touch = Tar_JumpTouch; + makevectors (self.angles); + self.origin_z = self.origin_z + 1; + self.velocity = v_forward * 600 + '0 0 200'; + self.velocity_z = self.velocity_z + random()*150; + if (self.flags & FL_ONGROUND) + self.flags = self.flags - FL_ONGROUND; + self.cnt = 0; +}; +void() tbaby_jump6 =[ $jump6,tbaby_fly1 ] {}; + + + +//============================================================================= + +void() tbaby_die1 =[ $exp, tbaby_die2 ] { +self.takedamage = DAMAGE_NO; +}; +void() tbaby_die2 =[ $exp, tbaby_run1 ] +{ + T_RadiusDamage (self, self, 120, world); + + sound (self, CHAN_VOICE, "blob/death1.wav", 1, ATTN_NORM); + self.origin = self.origin - 8*normalize(self.velocity); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_TAREXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + BecomeExplosion (); +}; + +//============================================================================= + + +/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush +*/ +void() monster_tarbaby = +{ + if (deathmatch) + { + remove(self); + return; + } + precache_model2 ("progs/tarbaby.mdl"); + + precache_sound2 ("blob/death1.wav"); + precache_sound2 ("blob/hit1.wav"); + precache_sound2 ("blob/land1.wav"); + precache_sound2 ("blob/sight1.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/tarbaby.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 80; + + self.th_stand = tbaby_stand1; + self.th_walk = tbaby_walk1; + self.th_run = tbaby_run1; + self.th_missile = tbaby_jump1; + self.th_melee = tbaby_jump1; + self.th_die = tbaby_die1; + + walkmonster_start (); +}; + diff --git a/triggers.qc b/triggers.qc new file mode 100644 index 0000000..46824f2 --- /dev/null +++ b/triggers.qc @@ -0,0 +1,642 @@ + +entity stemp, otemp, s, old; + + +void() trigger_reactivate = +{ + self.solid = SOLID_TRIGGER; +}; + +//============================================================================= + +float SPAWNFLAG_NOMESSAGE = 1; +float SPAWNFLAG_NOTOUCH = 1; + +// the wait time has passed, so set back up for another activation +void() multi_wait = +{ + if (self.max_health) + { + self.health = self.max_health; + self.takedamage = DAMAGE_YES; + self.solid = SOLID_BBOX; + } +}; + + +// the trigger was just touched/killed/used +// self.enemy should be set to the activator so it can be held through a delay +// so wait for the delay time before firing +void() multi_trigger = +{ + if (self.nextthink > time) + { + return; // allready been triggered + } + + if (self.classname == "trigger_secret") + { + if (self.enemy.classname != "player") + return; + found_secrets = found_secrets + 1; + WriteByte (MSG_ALL, SVC_FOUNDSECRET); + } + + if (self.noise) + sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); + +// don't trigger again until reset + self.takedamage = DAMAGE_NO; + + activator = self.enemy; + + SUB_UseTargets(); + + if (self.wait > 0) + { + self.think = multi_wait; + self.nextthink = time + self.wait; + } + else + { // we can't just remove (self) here, because this is a touch function + // called wheil C code is looping through area links... + self.touch = SUB_Null; + self.nextthink = time + 0.1; + self.think = SUB_Remove; + } +}; + +void() multi_killed = +{ + self.enemy = damage_attacker; + multi_trigger(); +}; + +void() multi_use = +{ + self.enemy = activator; + multi_trigger(); +}; + +void() multi_touch = +{ + if (other.classname != "player") + return; + +// if the trigger has an angles field, check player's facing direction + if (self.movedir != '0 0 0') + { + makevectors (other.angles); + if (v_forward * self.movedir < 0) + return; // not facing the right way + } + + self.enemy = other; + multi_trigger (); +}; + +/*QUAKED trigger_multiple (.5 .5 .5) ? notouch +Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. +If "delay" is set, the trigger waits some time after activating before firing. +"wait" : Seconds between triggerings. (.2 default) +If notouch is set, the trigger is only fired by other entities, not by touching. +NOTOUCH has been obsoleted by trigger_relay! +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void() trigger_multiple = +{ + if (self.sounds == 1) + { + precache_sound ("misc/secret.wav"); + self.noise = "misc/secret.wav"; + } + else if (self.sounds == 2) + { + precache_sound ("misc/talk.wav"); + self.noise = "misc/talk.wav"; + } + else if (self.sounds == 3) + { + precache_sound ("misc/trigger1.wav"); + self.noise = "misc/trigger1.wav"; + } + + if (!self.wait) + self.wait = 0.2; + self.use = multi_use; + + InitTrigger (); + + if (self.health) + { + if (self.spawnflags & SPAWNFLAG_NOTOUCH) + objerror ("health and notouch don't make sense\n"); + self.max_health = self.health; + self.th_die = multi_killed; + self.takedamage = DAMAGE_YES; + self.solid = SOLID_BBOX; + setorigin (self, self.origin); // make sure it links into the world + } + else + { + if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) ) + { + self.touch = multi_touch; + } + } +}; + + +/*QUAKED trigger_once (.5 .5 .5) ? notouch +Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching +"targetname". If "health" is set, the trigger must be killed to activate. +If notouch is set, the trigger is only fired by other entities, not by touching. +if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. +if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0. +sounds +1) secret +2) beep beep +3) large switch +4) +set "message" to text string +*/ +void() trigger_once = +{ + self.wait = -1; + trigger_multiple(); +}; + +//============================================================================= + +/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) +This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. +*/ +void() trigger_relay = +{ + self.use = SUB_UseTargets; +}; + + +//============================================================================= + +/*QUAKED trigger_secret (.5 .5 .5) ? +secret counter trigger +sounds +1) secret +2) beep beep +3) +4) +set "message" to text string +*/ +void() trigger_secret = +{ + total_secrets = total_secrets + 1; + self.wait = -1; + if (!self.message) + self.message = "You found a secret area!"; + if (!self.sounds) + self.sounds = 1; + + if (self.sounds == 1) + { + precache_sound ("misc/secret.wav"); + self.noise = "misc/secret.wav"; + } + else if (self.sounds == 2) + { + precache_sound ("misc/talk.wav"); + self.noise = "misc/talk.wav"; + } + + trigger_multiple (); +}; + +//============================================================================= + + +void() counter_use = +{ + local string junk; + + self.count = self.count - 1; + if (self.count < 0) + return; + + if (self.count != 0) + { + if (activator.classname == "player" + && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) + { + if (self.count >= 4) + centerprint (activator, "There are more to go..."); + else if (self.count == 3) + centerprint (activator, "Only 3 more to go..."); + else if (self.count == 2) + centerprint (activator, "Only 2 more to go..."); + else + centerprint (activator, "Only 1 more to go..."); + } + return; + } + + if (activator.classname == "player" + && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) + centerprint(activator, "Sequence completed!"); + self.enemy = activator; + multi_trigger (); +}; + +/*QUAKED trigger_counter (.5 .5 .5) ? nomessage +Acts as an intermediary for an action that takes multiple inputs. + +If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. + +After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. +*/ +void() trigger_counter = +{ + self.wait = -1; + if (!self.count) + self.count = 2; + + self.use = counter_use; +}; + + +/* +============================================================================== + +TELEPORT TRIGGERS + +============================================================================== +*/ + +float PLAYER_ONLY = 1; +float SILENT = 2; + +void() play_teleport = +{ + local float v; + local string tmpstr; + + v = random() * 5; + if (v < 1) + tmpstr = "misc/r_tele1.wav"; + else if (v < 2) + tmpstr = "misc/r_tele2.wav"; + else if (v < 3) + tmpstr = "misc/r_tele3.wav"; + else if (v < 4) + tmpstr = "misc/r_tele4.wav"; + else + tmpstr = "misc/r_tele5.wav"; + + sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM); + remove (self); +}; + +void(vector org) spawn_tfog = +{ + s = spawn (); + s.origin = org; + s.nextthink = time + 0.2; + s.think = play_teleport; + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_TELEPORT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); +}; + + +void() tdeath_touch = +{ + if (other == self.owner) + return; + +// frag anyone who teleports in on top of an invincible player + if (other.classname == "player") + { + if (other.invincible_finished > time) + self.classname = "teledeath2"; + if (self.owner.classname != "player") + { // other monsters explode themselves + T_Damage (self.owner, self, self, 50000); + return; + } + + } + + if (other.health) + { + T_Damage (other, self, self, 50000); + } +}; + + +void(vector org, entity death_owner) spawn_tdeath = +{ +local entity death; + + death = spawn(); + death.classname = "teledeath"; + death.movetype = MOVETYPE_NONE; + death.solid = SOLID_TRIGGER; + death.angles = '0 0 0'; + setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1'); + setorigin (death, org); + death.touch = tdeath_touch; + death.nextthink = time + 0.2; + death.think = SUB_Remove; + death.owner = death_owner; + + force_retouch = 2; // make sure even still objects get hit +}; + +void() teleport_touch = +{ +local entity t; +local vector org; + + if (self.targetname) + { + if (self.nextthink < time) + { + return; // not fired yet + } + } + + if (self.spawnflags & PLAYER_ONLY) + { + if (other.classname != "player") + return; + } + +// only teleport living creatures + if (other.health <= 0 || other.solid != SOLID_SLIDEBOX) + return; + + SUB_UseTargets (); + +// put a tfog where the player was + spawn_tfog (other.origin); + + t = find (world, targetname, self.target); + if (!t) + objerror ("couldn't find target"); + +// spawn a tfog flash in front of the destination + makevectors (t.mangle); + org = t.origin + 32 * v_forward; + + spawn_tfog (org); + spawn_tdeath(t.origin, other); + +// move the player and lock him down for a little while + if (!other.health) + { + other.origin = t.origin; + other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y); + return; + } + + setorigin (other, t.origin); + other.angles = t.mangle; + if (other.classname == "player") + { + other.fixangle = 1; // turn this way immediately + other.teleport_time = time + 0.7; + if (other.flags & FL_ONGROUND) + other.flags = other.flags - FL_ONGROUND; + other.velocity = v_forward * 300; + } + other.flags = other.flags - other.flags & FL_ONGROUND; +}; + +/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32) +This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field. +*/ +void() info_teleport_destination = +{ +// this does nothing, just serves as a target spot + self.mangle = self.angles; + self.angles = '0 0 0'; + self.model = ""; + self.origin = self.origin + '0 0 27'; + if (!self.targetname) + objerror ("no targetname"); +}; + +void() teleport_use = +{ + self.nextthink = time + 0.2; + force_retouch = 2; // make sure even still objects get hit + self.think = SUB_Null; +}; + +/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT +Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches. + +If the trigger_teleport has a targetname, it will only teleport entities when it has been fired. +*/ +void() trigger_teleport = +{ + local vector o; + + InitTrigger (); + self.touch = teleport_touch; + // find the destination + if (!self.target) + objerror ("no target"); + self.use = teleport_use; + + if (!(self.spawnflags & SILENT)) + { + precache_sound ("ambience/hum1.wav"); + o = (self.mins + self.maxs)*0.5; + ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC); + } +}; + +/* +============================================================================== + +trigger_setskill + +============================================================================== +*/ + +void() trigger_skill_touch = +{ + if (other.classname != "player") + return; + + cvar_set ("skill", self.message); +}; + +/*QUAKED trigger_setskill (.5 .5 .5) ? +sets skill level to the value of "message". +Only used on start map. +*/ +void() trigger_setskill = +{ + InitTrigger (); + self.touch = trigger_skill_touch; +}; + + +/* +============================================================================== + +ONLY REGISTERED TRIGGERS + +============================================================================== +*/ + +void() trigger_onlyregistered_touch = +{ + if (other.classname != "player") + return; + if (self.attack_finished > time) + return; + + self.attack_finished = time + 2; + if (cvar("registered")) + { + self.message = ""; + SUB_UseTargets (); + remove (self); + } + else + { + if (self.message != "") + { + centerprint (other, self.message); + sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM); + } + } +}; + +/*QUAKED trigger_onlyregistered (.5 .5 .5) ? +Only fires if playing the registered version, otherwise prints the message +*/ +void() trigger_onlyregistered = +{ + precache_sound ("misc/talk.wav"); + InitTrigger (); + self.touch = trigger_onlyregistered_touch; +}; + +//============================================================================ + +void() hurt_on = +{ + self.solid = SOLID_TRIGGER; + self.nextthink = -1; +}; + +void() hurt_touch = +{ + if (other.takedamage) + { + self.solid = SOLID_NOT; + T_Damage (other, self, self, self.dmg); + self.think = hurt_on; + self.nextthink = time + 1; + } + + return; +}; + +/*QUAKED trigger_hurt (.5 .5 .5) ? +Any object touching this will be hurt +set dmg to damage amount +defalt dmg = 5 +*/ +void() trigger_hurt = +{ + InitTrigger (); + self.touch = hurt_touch; + if (!self.dmg) + self.dmg = 5; +}; + +//============================================================================ + +float PUSH_ONCE = 1; + +void() trigger_push_touch = +{ + if (other.classname == "grenade") + other.velocity = self.speed * self.movedir * 10; + else if (other.health > 0) + { + other.velocity = self.speed * self.movedir * 10; + if (other.classname == "player") + { + if (other.fly_sound < time) + { + other.fly_sound = time + 1.5; + sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM); + } + } + } + if (self.spawnflags & PUSH_ONCE) + remove(self); +}; + + +/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE +Pushes the player +*/ +void() trigger_push = +{ + InitTrigger (); + precache_sound ("ambience/windfly.wav"); + self.touch = trigger_push_touch; + if (!self.speed) + self.speed = 1000; +}; + +//============================================================================ + +void() trigger_monsterjump_touch = +{ + if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER ) + return; + +// set XY even if not on ground, so the jump will clear lips + other.velocity_x = self.movedir_x * self.speed; + other.velocity_y = self.movedir_y * self.speed; + + if ( !(other.flags & FL_ONGROUND) ) + return; + + other.flags = other.flags - FL_ONGROUND; + + other.velocity_z = self.height; +}; + +/*QUAKED trigger_monsterjump (.5 .5 .5) ? +Walking monsters that touch this will jump in the direction of the trigger's angle +"speed" default to 200, the speed thrown forward +"height" default to 200, the speed thrown upwards +*/ +void() trigger_monsterjump = +{ + if (!self.speed) + self.speed = 200; + if (!self.height) + self.height = 200; + if (self.angles == '0 0 0') + self.angles = '0 360 0'; + InitTrigger (); + self.touch = trigger_monsterjump_touch; +}; + diff --git a/weapons.qc b/weapons.qc new file mode 100644 index 0000000..f123a9a --- /dev/null +++ b/weapons.qc @@ -0,0 +1,1292 @@ +/* +*/ +void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; +void () player_run; +void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage; +void(vector org, vector vel, float damage) SpawnBlood; +void() SuperDamageSound; + + +// called by worldspawn +void() W_Precache = +{ + precache_sound ("weapons/r_exp3.wav"); // new rocket explosion + precache_sound ("weapons/rocket1i.wav"); // spike gun + precache_sound ("weapons/sgun1.wav"); + precache_sound ("weapons/guncock.wav"); // player shotgun + precache_sound ("weapons/ric1.wav"); // ricochet (used in c code) + precache_sound ("weapons/ric2.wav"); // ricochet (used in c code) + precache_sound ("weapons/ric3.wav"); // ricochet (used in c code) + precache_sound ("weapons/spike2.wav"); // super spikes + precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code) + precache_sound ("weapons/grenade.wav"); // grenade launcher + precache_sound ("weapons/bounce.wav"); // grenade bounce + precache_sound ("weapons/shotgn2.wav"); // super shotgun +}; + +float() crandom = +{ + return 2*(random() - 0.5); +}; + +/* +================ +W_FireAxe +================ +*/ +void() W_FireAxe = +{ + local vector source; + local vector org; + + makevectors (self.v_angle); + source = self.origin + '0 0 16'; + traceline (source, source + v_forward*64, FALSE, self); + if (trace_fraction == 1.0) + return; + + org = trace_endpos - v_forward*4; + + if (trace_ent.takedamage) + { + trace_ent.axhitme = 1; + SpawnBlood (org, '0 0 0', 20); + T_Damage (trace_ent, self, self, 20); + } + else + { // hit wall + sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_GUNSHOT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + } +}; + + +//============================================================================ + + +vector() wall_velocity = +{ + local vector vel; + + vel = normalize (self.velocity); + vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5)); + vel = vel + 2*trace_plane_normal; + vel = vel * 200; + + return vel; +}; + + +/* +================ +SpawnMeatSpray +================ +*/ +void(vector org, vector vel) SpawnMeatSpray = +{ + local entity missile, mpuff; + local vector org; + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_BOUNCE; + missile.solid = SOLID_NOT; + + makevectors (self.angles); + + missile.velocity = vel; + missile.velocity_z = missile.velocity_z + 250 + 50*random(); + + missile.avelocity = '3000 1000 2000'; + +// set missile duration + missile.nextthink = time + 1; + missile.think = SUB_Remove; + + setmodel (missile, "progs/zom_gib.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, org); +}; + +/* +================ +SpawnBlood +================ +*/ +void(vector org, vector vel, float damage) SpawnBlood = +{ + particle (org, vel*0.1, 73, damage*2); +}; + +/* +================ +spawn_touchblood +================ +*/ +void(float damage) spawn_touchblood = +{ + local vector vel; + + vel = wall_velocity () * 0.2; + SpawnBlood (self.origin + vel*0.01, vel, damage); +}; + + +/* +================ +SpawnChunk +================ +*/ +void(vector org, vector vel) SpawnChunk = +{ + particle (org, vel*0.02, 0, 10); +}; + +/* +============================================================================== + +MULTI-DAMAGE + +Collects multiple small damages into a single damage + +============================================================================== +*/ + +entity multi_ent; +float multi_damage; + +void() ClearMultiDamage = +{ + multi_ent = world; + multi_damage = 0; +}; + +void() ApplyMultiDamage = +{ + if (!multi_ent) + return; + T_Damage (multi_ent, self, self, multi_damage); +}; + +void(entity hit, float damage) AddMultiDamage = +{ + if (!hit) + return; + + if (hit != multi_ent) + { + ApplyMultiDamage (); + multi_damage = damage; + multi_ent = hit; + } + else + multi_damage = multi_damage + damage; +}; + +/* +============================================================================== + +BULLETS + +============================================================================== +*/ + +/* +================ +TraceAttack +================ +*/ +void(float damage, vector dir) TraceAttack = +{ + local vector vel, org; + + vel = normalize(dir + v_up*crandom() + v_right*crandom()); + vel = vel + 2*trace_plane_normal; + vel = vel * 200; + + org = trace_endpos - dir*4; + + if (trace_ent.takedamage) + { + SpawnBlood (org, vel*0.2, damage); + AddMultiDamage (trace_ent, damage); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_GUNSHOT); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + } +}; + +/* +================ +FireBullets + +Used by shotgun, super shotgun, and enemy soldier firing +Go to the trouble of combining multiple pellets into a single damage call. +================ +*/ +void(float shotcount, vector dir, vector spread) FireBullets = +{ + local vector direction; + local vector src; + + makevectors(self.v_angle); + + src = self.origin + v_forward*10; + src_z = self.absmin_z + self.size_z * 0.7; + + ClearMultiDamage (); + while (shotcount > 0) + { + direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up; + + traceline (src, src + direction*2048, FALSE, self); + if (trace_fraction != 1.0) + TraceAttack (4, direction); + + shotcount = shotcount - 1; + } + ApplyMultiDamage (); +}; + +/* +================ +W_FireShotgun +================ +*/ +void() W_FireShotgun = +{ + local vector dir; + + sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); + + self.punchangle_x = -2; + + self.currentammo = self.ammo_shells = self.ammo_shells - 1; + dir = aim (self, 100000); + FireBullets (6, dir, '0.04 0.04 0'); +}; + + +/* +================ +W_FireSuperShotgun +================ +*/ +void() W_FireSuperShotgun = +{ + local vector dir; + + if (self.currentammo == 1) + { + W_FireShotgun (); + return; + } + + sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); + + self.punchangle_x = -4; + + self.currentammo = self.ammo_shells = self.ammo_shells - 2; + dir = aim (self, 100000); + FireBullets (14, dir, '0.14 0.08 0'); +}; + + +/* +============================================================================== + +ROCKETS + +============================================================================== +*/ + +void() s_explode1 = [0, s_explode2] {}; +void() s_explode2 = [1, s_explode3] {}; +void() s_explode3 = [2, s_explode4] {}; +void() s_explode4 = [3, s_explode5] {}; +void() s_explode5 = [4, s_explode6] {}; +void() s_explode6 = [5, SUB_Remove] {}; + +void() BecomeExplosion = +{ + self.movetype = MOVETYPE_NONE; + self.velocity = '0 0 0'; + self.touch = SUB_Null; + setmodel (self, "progs/s_explod.spr"); + self.solid = SOLID_NOT; + s_explode1 (); +}; + +void() T_MissileTouch = +{ + local float damg; + + if (other == self.owner) + return; // don't explode on owner + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + damg = 100 + random()*20; + + if (other.health) + { + if (other.classname == "monster_shambler") + damg = damg * 0.5; // mostly immune + T_Damage (other, self, self.owner, damg ); + } + + // don't do radius damage to the other, because all the damage + // was done in the impact + T_RadiusDamage (self, self.owner, 120, other); + +// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); + self.origin = self.origin - 8*normalize(self.velocity); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_EXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + BecomeExplosion (); +}; + + + +/* +================ +W_FireRocket +================ +*/ +void() W_FireRocket = +{ + local entity missile, mpuff; + + self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; + + sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); + + self.punchangle_x = -2; + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_FLYMISSILE; + missile.solid = SOLID_BBOX; + missile.classname = "missile"; + +// set missile speed + + makevectors (self.v_angle); + missile.velocity = aim(self, 1000); + missile.velocity = missile.velocity * 1000; + missile.angles = vectoangles(missile.velocity); + + missile.touch = T_MissileTouch; + +// set missile duration + missile.nextthink = time + 5; + missile.think = SUB_Remove; + + setmodel (missile, "progs/missile.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, self.origin + v_forward*8 + '0 0 16'); +}; + +/* +=============================================================================== + +LIGHTNING + +=============================================================================== +*/ + +/* +================= +LightningDamage +================= +*/ +void(vector p1, vector p2, entity from, float damage) LightningDamage = +{ + local entity e1, e2; + local vector f; + + f = p2 - p1; + normalize (f); + f_x = 0 - f_y; + f_y = f_x; + f_z = 0; + f = f*16; + + e1 = e2 = world; + + traceline (p1, p2, FALSE, self); + if (trace_ent.takedamage) + { + particle (trace_endpos, '0 0 100', 225, damage*4); + T_Damage (trace_ent, from, from, damage); + if (self.classname == "player") + { + if (other.classname == "player") + trace_ent.velocity_z = trace_ent.velocity_z + 400; + } + } + e1 = trace_ent; + + traceline (p1 + f, p2 + f, FALSE, self); + if (trace_ent != e1 && trace_ent.takedamage) + { + particle (trace_endpos, '0 0 100', 225, damage*4); + T_Damage (trace_ent, from, from, damage); + } + e2 = trace_ent; + + traceline (p1 - f, p2 - f, FALSE, self); + if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage) + { + particle (trace_endpos, '0 0 100', 225, damage*4); + T_Damage (trace_ent, from, from, damage); + } +}; + + +void() W_FireLightning = +{ + local vector org; + local float cells; + + if (self.ammo_cells < 1) + { + self.g_weapon = W_BestWeapon (); + W_SetCurrentAmmo (); + return; + } + +// explode if under water + if (self.waterlevel > 1) + { + cells = self.ammo_cells; + self.ammo_cells = 0; + W_SetCurrentAmmo (); + T_RadiusDamage (self, self, 35*cells, world); + return; + } + + if (self.t_width < time) + { + sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM); + self.t_width = time + 0.6; + } + self.punchangle_x = -2; + + self.currentammo = self.ammo_cells = self.ammo_cells - 1; + + org = self.origin + '0 0 16'; + + traceline (org, org + v_forward*600, TRUE, self); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_LIGHTNING2); + WriteEntity (MSG_BROADCAST, self); + WriteCoord (MSG_BROADCAST, org_x); + WriteCoord (MSG_BROADCAST, org_y); + WriteCoord (MSG_BROADCAST, org_z); + WriteCoord (MSG_BROADCAST, trace_endpos_x); + WriteCoord (MSG_BROADCAST, trace_endpos_y); + WriteCoord (MSG_BROADCAST, trace_endpos_z); + + LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30); +}; + + +//============================================================================= + + +void() GrenadeExplode = +{ + T_RadiusDamage (self, self.owner, 120, world); + + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_EXPLOSION); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + + BecomeExplosion (); +}; + +void() GrenadeTouch = +{ + if (other == self.owner) + return; // don't explode on owner + if (other.takedamage == DAMAGE_AIM) + { + GrenadeExplode(); + return; + } + sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound + if (self.velocity == '0 0 0') + self.avelocity = '0 0 0'; +}; + +/* +================ +W_FireGrenade +================ +*/ +void() W_FireGrenade = +{ + local entity missile, mpuff; + + self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; + + sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); + + self.punchangle_x = -2; + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_BOUNCE; + missile.solid = SOLID_BBOX; + missile.classname = "grenade"; + +// set missile speed + + makevectors (self.v_angle); + + if (self.v_angle_x) + missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; + else + { + missile.velocity = aim(self, 10000); + missile.velocity = missile.velocity * 600; + missile.velocity_z = 200; + } + + missile.avelocity = '300 300 300'; + + missile.angles = vectoangles(missile.velocity); + + missile.touch = GrenadeTouch; + +// set missile duration + missile.nextthink = time + 2.5; + missile.think = GrenadeExplode; + + setmodel (missile, "progs/grenade.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, self.origin); +}; + + +//============================================================================= + +void() spike_touch; +void() superspike_touch; + + +/* +=============== +launch_spike + +Used for both the player and the ogre +=============== +*/ +void(vector org, vector dir) launch_spike = +{ + newmis = spawn (); + newmis.owner = self; + newmis.movetype = MOVETYPE_FLYMISSILE; + newmis.solid = SOLID_BBOX; + + newmis.angles = vectoangles(dir); + + newmis.touch = spike_touch; + newmis.classname = "spike"; + newmis.think = SUB_Remove; + newmis.nextthink = time + 6; + setmodel (newmis, "progs/spike.mdl"); + setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); + setorigin (newmis, org); + + newmis.velocity = dir * 1000; +}; + +void() W_FireSuperSpikes = +{ + local vector dir; + local entity old; + + sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); + self.attack_finished = time + 0.2; + self.currentammo = self.ammo_nails = self.ammo_nails - 2; + dir = aim (self, 1000); + launch_spike (self.origin + '0 0 16', dir); + newmis.touch = superspike_touch; + setmodel (newmis, "progs/s_spike.mdl"); + setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); + self.punchangle_x = -2; +}; + +void(float ox) W_FireSpikes = +{ + local vector dir; + local entity old; + + makevectors (self.v_angle); + + if (self.ammo_nails >= 2 && self.g_weapon == IT_SUPER_NAILGUN) + { + W_FireSuperSpikes (); + return; + } + + if (self.ammo_nails < 1) + { + self.g_weapon = W_BestWeapon (); + W_SetCurrentAmmo (); + return; + } + + sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); + self.attack_finished = time + 0.2; + self.currentammo = self.ammo_nails = self.ammo_nails - 1; + dir = aim (self, 1000); + launch_spike (self.origin + '0 0 16' + v_right*ox, dir); + + self.punchangle_x = -2; +}; + + + +.float hit_z; +void() spike_touch = +{ +local float rand; + if (other == self.owner) + return; + + if (other.solid == SOLID_TRIGGER) + return; // trigger field, do nothing + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + +// hit something that bleeds + if (other.takedamage) + { + spawn_touchblood (9); + T_Damage (other, self, self.owner, 9); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + + if (self.classname == "wizspike") + WriteByte (MSG_BROADCAST, TE_WIZSPIKE); + else if (self.classname == "knightspike") + WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE); + else + WriteByte (MSG_BROADCAST, TE_SPIKE); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + } + + remove(self); + +}; + +void() superspike_touch = +{ +local float rand; + if (other == self.owner) + return; + + if (other.solid == SOLID_TRIGGER) + return; // trigger field, do nothing + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + +// hit something that bleeds + if (other.takedamage) + { + spawn_touchblood (18); + T_Damage (other, self, self.owner, 18); + } + else + { + WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte (MSG_BROADCAST, TE_SUPERSPIKE); + WriteCoord (MSG_BROADCAST, self.origin_x); + WriteCoord (MSG_BROADCAST, self.origin_y); + WriteCoord (MSG_BROADCAST, self.origin_z); + } + + remove(self); + +}; + + +/* +=============================================================================== + +PLAYER WEAPON USE + +=============================================================================== +*/ + +void() W_SetCurrentAmmo = +{ + player_run (); // get out of any weapon firing states + + self.g_items = self.g_items - ( self.g_items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); + + if (self.g_weapon == IT_AXE) + { + self.currentammo = 0; + self.weaponmodel = "progs/v_axe.mdl"; + self.weaponframe = 0; + } + else if (self.g_weapon == IT_SHOTGUN) + { + self.currentammo = self.ammo_shells; + self.weaponmodel = "progs/v_shot.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_SHELLS; + } + else if (self.g_weapon == IT_SUPER_SHOTGUN) + { + self.currentammo = self.ammo_shells; + self.weaponmodel = "progs/v_shot2.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_SHELLS; + } + else if (self.g_weapon == IT_NAILGUN) + { + self.currentammo = self.ammo_nails; + self.weaponmodel = "progs/v_nail.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_NAILS; + } + else if (self.g_weapon == IT_SUPER_NAILGUN) + { + self.currentammo = self.ammo_nails; + self.weaponmodel = "progs/v_nail2.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_NAILS; + } + else if (self.g_weapon == IT_GRENADE_LAUNCHER) + { + self.currentammo = self.ammo_rockets; + self.weaponmodel = "progs/v_rock.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_ROCKETS; + } + else if (self.g_weapon == IT_ROCKET_LAUNCHER) + { + self.currentammo = self.ammo_rockets; + self.weaponmodel = "progs/v_rock2.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_ROCKETS; + } + else if (self.g_weapon == IT_LIGHTNING) + { + self.currentammo = self.ammo_cells; + self.weaponmodel = "progs/v_light.mdl"; + self.weaponframe = 0; + self.g_items = self.g_items | IT_CELLS; + } + else + { + self.currentammo = 0; + self.weaponmodel = ""; + self.weaponframe = 0; + } +}; + +float() W_BestWeapon = +{ + local float it; + + it = self.g_items; + + if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) ) + return IT_LIGHTNING; + if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) ) + return IT_SUPER_NAILGUN; + if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) ) + return IT_SUPER_SHOTGUN; + if(self.ammo_nails >= 1 && (it & IT_NAILGUN) ) + return IT_NAILGUN; + if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) ) + return IT_SHOTGUN; + return IT_AXE; +}; + +float() W_CheckNoAmmo = +{ + if (self.currentammo > 0) + return TRUE; + + if (self.g_weapon == IT_AXE) + return TRUE; + + self.g_weapon = W_BestWeapon (); + + W_SetCurrentAmmo (); + +// drop the weapon down + return FALSE; +}; + +/* +============ +W_Attack + +An attack impulse can be triggered now +============ +*/ +void() player_axe1; +void() player_axeb1; +void() player_axec1; +void() player_axed1; +void() player_shot1; +void() player_nail1; +void() player_light1; +void() player_rocket1; + +void() W_Attack = +{ + local float r; + + if (!W_CheckNoAmmo ()) + return; + + makevectors (self.v_angle); // calculate forward angle for velocity + self.show_hostile = time + 1; // wake monsters up + + if (self.g_weapon == IT_AXE) + { + sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); + r = random(); + if (r < 0.25) + player_axe1 (); + else if (r<0.5) + player_axeb1 (); + else if (r<0.75) + player_axec1 (); + else + player_axed1 (); + self.attack_finished = time + 0.5; + } + else if (self.g_weapon == IT_SHOTGUN) + { + player_shot1 (); + W_FireShotgun (); + self.attack_finished = time + 0.5; + } + else if (self.g_weapon == IT_SUPER_SHOTGUN) + { + player_shot1 (); + W_FireSuperShotgun (); + self.attack_finished = time + 0.7; + } + else if (self.g_weapon == IT_NAILGUN) + { + player_nail1 (); + } + else if (self.g_weapon == IT_SUPER_NAILGUN) + { + player_nail1 (); + } + else if (self.g_weapon == IT_GRENADE_LAUNCHER) + { + player_rocket1(); + W_FireGrenade(); + self.attack_finished = time + 0.6; + } + else if (self.g_weapon == IT_ROCKET_LAUNCHER) + { + player_rocket1(); + W_FireRocket(); + self.attack_finished = time + 0.8; + } + else if (self.g_weapon == IT_LIGHTNING) + { + player_light1(); + self.attack_finished = time + 0.1; + sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); + } +}; + +/* +============ +W_ChangeWeapon + +============ +*/ +void() W_ChangeWeapon = +{ + local float it, am, fl; + + it = self.g_items; + am = 0; + + if (self.impulse == 1) + { + fl = IT_AXE; + } + else if (self.impulse == 2) + { + fl = IT_SHOTGUN; + if (self.ammo_shells < 1) + am = 1; + } + else if (self.impulse == 3) + { + fl = IT_SUPER_SHOTGUN; + if (self.ammo_shells < 2) + am = 1; + } + else if (self.impulse == 4) + { + fl = IT_NAILGUN; + if (self.ammo_nails < 1) + am = 1; + } + else if (self.impulse == 5) + { + fl = IT_SUPER_NAILGUN; + if (self.ammo_nails < 2) + am = 1; + } + else if (self.impulse == 6) + { + fl = IT_GRENADE_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.impulse == 7) + { + fl = IT_ROCKET_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.impulse == 8) + { + fl = IT_LIGHTNING; + if (self.ammo_cells < 1) + am = 1; + } + + self.impulse = 0; + + if (!(self.g_items & fl)) + { // don't have the weapon or the ammo + sprint (self, "no weapon.\n"); + return; + } + + if (am) + { // don't have the ammo + sprint (self, "not enough ammo.\n"); + return; + } + +// +// set weapon, set ammo +// + self.g_weapon = fl; + W_SetCurrentAmmo (); +}; + +/* +============ +CheatCommand +============ +*/ +void() CheatCommand = +{ + if (deathmatch || coop) + return; + + self.ammo_rockets = 100; + self.ammo_nails = 200; + self.ammo_shells = 100; + self.g_items = self.g_items | + IT_AXE | + IT_SHOTGUN | + IT_SUPER_SHOTGUN | + IT_NAILGUN | + IT_SUPER_NAILGUN | + IT_GRENADE_LAUNCHER | + IT_ROCKET_LAUNCHER | + IT_KEY1 | IT_KEY2; + + self.ammo_cells = 200; + self.g_items = self.g_items | IT_LIGHTNING; + + self.g_weapon = IT_ROCKET_LAUNCHER; + self.impulse = 0; + W_SetCurrentAmmo (); +}; + +/* +============ +CycleWeaponCommand + +Go to the next weapon with ammo +============ +*/ +void() CycleWeaponCommand = +{ + local float it, am; + + it = self.g_items; + self.impulse = 0; + + while (1) + { + am = 0; + + if (self.g_weapon == IT_LIGHTNING) + { + self.g_weapon = IT_AXE; + } + else if (self.g_weapon == IT_AXE) + { + self.g_weapon = IT_SHOTGUN; + if (self.ammo_shells < 1) + am = 1; + } + else if (self.g_weapon == IT_SHOTGUN) + { + self.g_weapon = IT_SUPER_SHOTGUN; + if (self.ammo_shells < 2) + am = 1; + } + else if (self.g_weapon == IT_SUPER_SHOTGUN) + { + self.g_weapon = IT_NAILGUN; + if (self.ammo_nails < 1) + am = 1; + } + else if (self.g_weapon == IT_NAILGUN) + { + self.g_weapon = IT_SUPER_NAILGUN; + if (self.ammo_nails < 2) + am = 1; + } + else if (self.g_weapon == IT_SUPER_NAILGUN) + { + self.g_weapon = IT_GRENADE_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.g_weapon == IT_GRENADE_LAUNCHER) + { + self.g_weapon = IT_ROCKET_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.g_weapon == IT_ROCKET_LAUNCHER) + { + self.g_weapon = IT_LIGHTNING; + if (self.ammo_cells < 1) + am = 1; + } + + if ( (it & self.g_weapon) && am == 0) + { + W_SetCurrentAmmo (); + return; + } + } + +}; + +/* +============ +CycleWeaponReverseCommand + +Go to the prev weapon with ammo +============ +*/ +void() CycleWeaponReverseCommand = +{ + local float it, am; + + it = self.g_items; + self.impulse = 0; + + while (1) + { + am = 0; + + if (self.g_weapon == IT_LIGHTNING) + { + self.g_weapon = IT_ROCKET_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.g_weapon == IT_ROCKET_LAUNCHER) + { + self.g_weapon = IT_GRENADE_LAUNCHER; + if (self.ammo_rockets < 1) + am = 1; + } + else if (self.g_weapon == IT_GRENADE_LAUNCHER) + { + self.g_weapon = IT_SUPER_NAILGUN; + if (self.ammo_nails < 2) + am = 1; + } + else if (self.g_weapon == IT_SUPER_NAILGUN) + { + self.g_weapon = IT_NAILGUN; + if (self.ammo_nails < 1) + am = 1; + } + else if (self.g_weapon == IT_NAILGUN) + { + self.g_weapon = IT_SUPER_SHOTGUN; + if (self.ammo_shells < 2) + am = 1; + } + else if (self.g_weapon == IT_SUPER_SHOTGUN) + { + self.g_weapon = IT_SHOTGUN; + if (self.ammo_shells < 1) + am = 1; + } + else if (self.g_weapon == IT_SHOTGUN) + { + self.g_weapon = IT_AXE; + } + else if (self.g_weapon == IT_AXE) + { + self.g_weapon = IT_LIGHTNING; + if (self.ammo_cells < 1) + am = 1; + } + + if ( (it & self.g_weapon) && am == 0) + { + W_SetCurrentAmmo (); + return; + } + } + +}; + +/* +============ +ServerflagsCommand + +Just for development +============ +*/ +void() ServerflagsCommand = +{ + serverflags = serverflags * 2 + 1; +}; + +void() QuadCheat = +{ + if (deathmatch || coop) + return; + self.super_time = 1; + self.super_damage_finished = time + 30; + self.g_items = self.g_items | IT_QUAD; + dprint ("quad cheat\n"); +}; + +/* +============ +ImpulseCommands + +============ +*/ +void() ImpulseCommands = +{ + if (self.impulse >= 1 && self.impulse <= 8) + W_ChangeWeapon (); + + if (self.impulse == 9) + CheatCommand (); + if (self.impulse == 10) + CycleWeaponCommand (); + if (self.impulse == 11) + ServerflagsCommand (); + if (self.impulse == 12) + CycleWeaponReverseCommand (); + + if (self.impulse == 255) + QuadCheat (); + + self.impulse = 0; +}; + +/* +============ +W_WeaponFrame + +Called every frame so impulse events can be handled as well as possible +============ +*/ +void() W_WeaponFrame = +{ + if (time < self.attack_finished) + return; + + ImpulseCommands (); + +// check for attack + if (self.button0) + { + SuperDamageSound (); + W_Attack (); + } +}; + +/* +======== +SuperDamageSound + +Plays sound if needed +======== +*/ +void() SuperDamageSound = +{ + if (self.super_damage_finished > time) + { + if (self.super_sound < time) + { + self.super_sound = time + 1; + sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM); + } + } + return; +}; + + diff --git a/wizard.qc b/wizard.qc new file mode 100644 index 0000000..4ee17f9 --- /dev/null +++ b/wizard.qc @@ -0,0 +1,410 @@ +/* +============================================================================== + +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 (); +}; diff --git a/world.qc b/world.qc new file mode 100644 index 0000000..5256cad --- /dev/null +++ b/world.qc @@ -0,0 +1,393 @@ + +void() InitBodyQue; + + +void() main = +{ + dprint ("main function\n"); + +// these are just commands the the prog compiler to copy these files + + precache_file ("progs.dat"); + precache_file ("gfx.wad"); + precache_file ("quake.rc"); + precache_file ("default.cfg"); + + precache_file ("end1.bin"); + precache_file2 ("end2.bin"); + + precache_file ("demo1.dem"); + precache_file ("demo2.dem"); + precache_file ("demo3.dem"); + +// +// these are all of the lumps from the cached.ls files +// + precache_file ("gfx/palette.lmp"); + precache_file ("gfx/colormap.lmp"); + + precache_file2 ("gfx/pop.lmp"); + + precache_file ("gfx/complete.lmp"); + precache_file ("gfx/inter.lmp"); + + precache_file ("gfx/ranking.lmp"); + precache_file ("gfx/vidmodes.lmp"); + precache_file ("gfx/finale.lmp"); + precache_file ("gfx/conback.lmp"); + precache_file ("gfx/qplaque.lmp"); + + precache_file ("gfx/menudot1.lmp"); + precache_file ("gfx/menudot2.lmp"); + precache_file ("gfx/menudot3.lmp"); + precache_file ("gfx/menudot4.lmp"); + precache_file ("gfx/menudot5.lmp"); + precache_file ("gfx/menudot6.lmp"); + + precache_file ("gfx/menuplyr.lmp"); + precache_file ("gfx/bigbox.lmp"); + precache_file ("gfx/dim_modm.lmp"); + precache_file ("gfx/dim_drct.lmp"); + precache_file ("gfx/dim_ipx.lmp"); + precache_file ("gfx/dim_tcp.lmp"); + precache_file ("gfx/dim_mult.lmp"); + precache_file ("gfx/mainmenu.lmp"); + + precache_file ("gfx/box_tl.lmp"); + precache_file ("gfx/box_tm.lmp"); + precache_file ("gfx/box_tr.lmp"); + + precache_file ("gfx/box_ml.lmp"); + precache_file ("gfx/box_mm.lmp"); + precache_file ("gfx/box_mm2.lmp"); + precache_file ("gfx/box_mr.lmp"); + + precache_file ("gfx/box_bl.lmp"); + precache_file ("gfx/box_bm.lmp"); + precache_file ("gfx/box_br.lmp"); + + precache_file ("gfx/sp_menu.lmp"); + precache_file ("gfx/ttl_sgl.lmp"); + precache_file ("gfx/ttl_main.lmp"); + precache_file ("gfx/ttl_cstm.lmp"); + + precache_file ("gfx/mp_menu.lmp"); + + precache_file ("gfx/netmen1.lmp"); + precache_file ("gfx/netmen2.lmp"); + precache_file ("gfx/netmen3.lmp"); + precache_file ("gfx/netmen4.lmp"); + precache_file ("gfx/netmen5.lmp"); + + precache_file ("gfx/sell.lmp"); + + precache_file ("gfx/help0.lmp"); + precache_file ("gfx/help1.lmp"); + precache_file ("gfx/help2.lmp"); + precache_file ("gfx/help3.lmp"); + precache_file ("gfx/help4.lmp"); + precache_file ("gfx/help5.lmp"); + + precache_file ("gfx/pause.lmp"); + precache_file ("gfx/loading.lmp"); + + precache_file ("gfx/p_option.lmp"); + precache_file ("gfx/p_load.lmp"); + precache_file ("gfx/p_save.lmp"); + precache_file ("gfx/p_multi.lmp"); + +// sounds loaded by C code + precache_sound ("misc/menu1.wav"); + precache_sound ("misc/menu2.wav"); + precache_sound ("misc/menu3.wav"); + + precache_sound ("ambience/water1.wav"); + precache_sound ("ambience/wind2.wav"); + +// shareware + precache_file ("maps/start.bsp"); + + precache_file ("maps/e1m1.bsp"); + precache_file ("maps/e1m2.bsp"); + precache_file ("maps/e1m3.bsp"); + precache_file ("maps/e1m4.bsp"); + precache_file ("maps/e1m5.bsp"); + precache_file ("maps/e1m6.bsp"); + precache_file ("maps/e1m7.bsp"); + precache_file ("maps/e1m8.bsp"); + +// registered + precache_file2 ("gfx/pop.lmp"); + + precache_file2 ("maps/e2m1.bsp"); + precache_file2 ("maps/e2m2.bsp"); + precache_file2 ("maps/e2m3.bsp"); + precache_file2 ("maps/e2m4.bsp"); + precache_file2 ("maps/e2m5.bsp"); + precache_file2 ("maps/e2m6.bsp"); + precache_file2 ("maps/e2m7.bsp"); + + precache_file2 ("maps/e3m1.bsp"); + precache_file2 ("maps/e3m2.bsp"); + precache_file2 ("maps/e3m3.bsp"); + precache_file2 ("maps/e3m4.bsp"); + precache_file2 ("maps/e3m5.bsp"); + precache_file2 ("maps/e3m6.bsp"); + precache_file2 ("maps/e3m7.bsp"); + + precache_file2 ("maps/e4m1.bsp"); + precache_file2 ("maps/e4m2.bsp"); + precache_file2 ("maps/e4m3.bsp"); + precache_file2 ("maps/e4m4.bsp"); + precache_file2 ("maps/e4m5.bsp"); + precache_file2 ("maps/e4m6.bsp"); + precache_file2 ("maps/e4m7.bsp"); + precache_file2 ("maps/e4m8.bsp"); + + precache_file2 ("maps/end.bsp"); + + precache_file2 ("maps/dm1.bsp"); + precache_file2 ("maps/dm2.bsp"); + precache_file2 ("maps/dm3.bsp"); + precache_file2 ("maps/dm4.bsp"); + precache_file2 ("maps/dm5.bsp"); + precache_file2 ("maps/dm6.bsp"); +}; + + +entity lastspawn; + +//======================= +/*QUAKED worldspawn (0 0 0) ? +Only used for the world entity. +Set message to the level name. +Set sounds to the cd track to play. + +World Types: +0: medieval +1: metal +2: base +*/ +//======================= +void() worldspawn = +{ + lastspawn = world; + InitBodyQue (); + +// custom map attributes + if (self.model == "maps/e1m8.bsp") + cvar_set ("sv_gravity", "100"); + else + cvar_set ("sv_gravity", "800"); + +// the area based ambient sounds MUST be the first precache_sounds + +// player precaches + W_Precache (); // get weapon precaches + +// sounds used from C physics code + precache_sound ("demon/dland2.wav"); // landing thud + precache_sound ("misc/h2ohit1.wav"); // landing splash + +// setup precaches allways needed + precache_sound ("items/itembk2.wav"); // item respawn sound + precache_sound ("player/plyrjmp8.wav"); // player jump + precache_sound ("player/land.wav"); // player landing + precache_sound ("player/land2.wav"); // player hurt landing + precache_sound ("player/drown1.wav"); // drowning pain + precache_sound ("player/drown2.wav"); // drowning pain + precache_sound ("player/gasp1.wav"); // gasping for air + precache_sound ("player/gasp2.wav"); // taking breath + precache_sound ("player/h2odeath.wav"); // drowning death + + precache_sound ("misc/talk.wav"); // talk + precache_sound ("player/teledth1.wav"); // telefrag + precache_sound ("misc/r_tele1.wav"); // teleport sounds + precache_sound ("misc/r_tele2.wav"); + precache_sound ("misc/r_tele3.wav"); + precache_sound ("misc/r_tele4.wav"); + precache_sound ("misc/r_tele5.wav"); + precache_sound ("weapons/lock4.wav"); // ammo pick up + precache_sound ("weapons/pkup.wav"); // weapon up + precache_sound ("items/armor1.wav"); // armor up + precache_sound ("weapons/lhit.wav"); //lightning + precache_sound ("weapons/lstart.wav"); //lightning start + precache_sound ("items/damage3.wav"); + + precache_sound ("misc/power.wav"); //lightning for boss + +// player gib sounds + precache_sound ("player/gib.wav"); // player gib sound + precache_sound ("player/udeath.wav"); // player gib sound + precache_sound ("player/tornoff2.wav"); // gib sound + +// player pain sounds + + precache_sound ("player/pain1.wav"); + precache_sound ("player/pain2.wav"); + precache_sound ("player/pain3.wav"); + precache_sound ("player/pain4.wav"); + precache_sound ("player/pain5.wav"); + precache_sound ("player/pain6.wav"); + +// player death sounds + precache_sound ("player/death1.wav"); + precache_sound ("player/death2.wav"); + precache_sound ("player/death3.wav"); + precache_sound ("player/death4.wav"); + precache_sound ("player/death5.wav"); + +// ax sounds + precache_sound ("weapons/ax1.wav"); // ax swoosh + precache_sound ("player/axhit1.wav"); // ax hit meat + precache_sound ("player/axhit2.wav"); // ax hit world + + precache_sound ("player/h2ojump.wav"); // player jumping into water + precache_sound ("player/slimbrn2.wav"); // player enter slime + precache_sound ("player/inh2o.wav"); // player enter water + precache_sound ("player/inlava.wav"); // player enter lava + precache_sound ("misc/outwater.wav"); // leaving water sound + + precache_sound ("player/lburn1.wav"); // lava burn + precache_sound ("player/lburn2.wav"); // lava burn + + precache_sound ("misc/water1.wav"); // swimming + precache_sound ("misc/water2.wav"); // swimming + + precache_model ("progs/player.mdl"); + precache_model ("progs/eyes.mdl"); + precache_model ("progs/h_player.mdl"); + precache_model ("progs/gib1.mdl"); + precache_model ("progs/gib2.mdl"); + precache_model ("progs/gib3.mdl"); + + precache_model ("progs/s_bubble.spr"); // drowning bubbles + precache_model ("progs/s_explod.spr"); // sprite explosion + + precache_model ("progs/v_axe.mdl"); + precache_model ("progs/v_shot.mdl"); + precache_model ("progs/v_nail.mdl"); + precache_model ("progs/v_rock.mdl"); + precache_model ("progs/v_shot2.mdl"); + precache_model ("progs/v_nail2.mdl"); + precache_model ("progs/v_rock2.mdl"); + + precache_model ("progs/bolt.mdl"); // for lightning gun + precache_model ("progs/bolt2.mdl"); // for lightning gun + precache_model ("progs/bolt3.mdl"); // for boss shock + precache_model ("progs/lavaball.mdl"); // for testing + + precache_model ("progs/missile.mdl"); + precache_model ("progs/grenade.mdl"); + precache_model ("progs/spike.mdl"); + precache_model ("progs/s_spike.mdl"); + + precache_model ("progs/backpack.mdl"); + + precache_model ("progs/zom_gib.mdl"); + + precache_model ("progs/v_light.mdl"); + + +// +// Setup light animation tables. 'a' is total darkness, 'z' is maxbright. +// + + // 0 normal + lightstyle(0, "m"); + + // 1 FLICKER (first variety) + lightstyle(1, "mmnmmommommnonmmonqnmmo"); + + // 2 SLOW STRONG PULSE + lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); + + // 3 CANDLE (first variety) + lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); + + // 4 FAST STROBE + lightstyle(4, "mamamamamama"); + + // 5 GENTLE PULSE 1 + lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); + + // 6 FLICKER (second variety) + lightstyle(6, "nmonqnmomnmomomno"); + + // 7 CANDLE (second variety) + lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); + + // 8 CANDLE (third variety) + lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); + + // 9 SLOW STROBE (fourth variety) + lightstyle(9, "aaaaaaaazzzzzzzz"); + + // 10 FLUORESCENT FLICKER + lightstyle(10, "mmamammmmammamamaaamammma"); + + // 11 SLOW PULSE NOT FADE TO BLACK + lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); + + // styles 32-62 are assigned by the light program for switchable lights + + // 63 testing + lightstyle(63, "a"); +}; + +void() StartFrame = +{ + teamplay = cvar("teamplay"); + skill = cvar("skill"); + framecount = framecount + 1; +}; + +/* +============================================================================== + +BODY QUE + +============================================================================== +*/ + +entity bodyque_head; + +void() bodyque = +{ // just here so spawn functions don't complain after the world + // creates bodyques +}; + +void() InitBodyQue = +{ + local entity e; + + bodyque_head = spawn(); + bodyque_head.classname = "bodyque"; + bodyque_head.owner = spawn(); + bodyque_head.owner.classname = "bodyque"; + bodyque_head.owner.owner = spawn(); + bodyque_head.owner.owner.classname = "bodyque"; + bodyque_head.owner.owner.owner = spawn(); + bodyque_head.owner.owner.owner.classname = "bodyque"; + bodyque_head.owner.owner.owner.owner = bodyque_head; +}; + + +// make a body que entry for the given ent so the ent can be +// respawned elsewhere +void(entity ent) CopyToBodyQue = +{ + bodyque_head.angles = ent.angles; + bodyque_head.model = ent.model; + bodyque_head.modelindex = ent.modelindex; + bodyque_head.frame = ent.frame; + bodyque_head.colormap = ent.colormap; + bodyque_head.movetype = ent.movetype; + bodyque_head.velocity = ent.velocity; + bodyque_head.flags = 0; + setorigin (bodyque_head, ent.origin); + setsize (bodyque_head, ent.mins, ent.maxs); + bodyque_head = bodyque_head.owner; +}; + + diff --git a/zombie.qc b/zombie.qc new file mode 100644 index 0000000..8065989 --- /dev/null +++ b/zombie.qc @@ -0,0 +1,515 @@ +/* +============================================================================== + +ZOMBIE + +============================================================================== +*/ +$cd id1/models/zombie + +$origin 0 0 24 + +$base base +$skin skin + +$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 +$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15 + +$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 walk11 +$frame walk12 walk13 walk14 walk15 walk16 walk17 walk18 walk19 + +$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12 +$frame run13 run14 run15 run16 run17 run18 + +$frame atta1 atta2 atta3 atta4 atta5 atta6 atta7 atta8 atta9 atta10 atta11 +$frame atta12 atta13 + +$frame attb1 attb2 attb3 attb4 attb5 attb6 attb7 attb8 attb9 attb10 attb11 +$frame attb12 attb13 attb14 + +$frame attc1 attc2 attc3 attc4 attc5 attc6 attc7 attc8 attc9 attc10 attc11 +$frame attc12 + +$frame paina1 paina2 paina3 paina4 paina5 paina6 paina7 paina8 paina9 paina10 +$frame paina11 paina12 + +$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10 +$frame painb11 painb12 painb13 painb14 painb15 painb16 painb17 painb18 painb19 +$frame painb20 painb21 painb22 painb23 painb24 painb25 painb26 painb27 painb28 + +$frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8 painc9 painc10 +$frame painc11 painc12 painc13 painc14 painc15 painc16 painc17 painc18 + +$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10 +$frame paind11 paind12 paind13 + +$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10 +$frame paine11 paine12 paine13 paine14 paine15 paine16 paine17 paine18 paine19 +$frame paine20 paine21 paine22 paine23 paine24 paine25 paine26 paine27 paine28 +$frame paine29 paine30 + +$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6 + +float SPAWN_CRUCIFIED = 1; + +//============================================================================= + +.float inpain; + +void() zombie_stand1 =[ $stand1, zombie_stand2 ] {ai_stand();}; +void() zombie_stand2 =[ $stand2, zombie_stand3 ] {ai_stand();}; +void() zombie_stand3 =[ $stand3, zombie_stand4 ] {ai_stand();}; +void() zombie_stand4 =[ $stand4, zombie_stand5 ] {ai_stand();}; +void() zombie_stand5 =[ $stand5, zombie_stand6 ] {ai_stand();}; +void() zombie_stand6 =[ $stand6, zombie_stand7 ] {ai_stand();}; +void() zombie_stand7 =[ $stand7, zombie_stand8 ] {ai_stand();}; +void() zombie_stand8 =[ $stand8, zombie_stand9 ] {ai_stand();}; +void() zombie_stand9 =[ $stand9, zombie_stand10 ] {ai_stand();}; +void() zombie_stand10 =[ $stand10, zombie_stand11 ] {ai_stand();}; +void() zombie_stand11 =[ $stand11, zombie_stand12 ] {ai_stand();}; +void() zombie_stand12 =[ $stand12, zombie_stand13 ] {ai_stand();}; +void() zombie_stand13 =[ $stand13, zombie_stand14 ] {ai_stand();}; +void() zombie_stand14 =[ $stand14, zombie_stand15 ] {ai_stand();}; +void() zombie_stand15 =[ $stand15, zombie_stand1 ] {ai_stand();}; + +void() zombie_cruc1 = [ $cruc_1, zombie_cruc2 ] { +if (random() < 0.1) + sound (self, CHAN_VOICE, "zombie/idle_w2.wav", 1, ATTN_STATIC);}; +void() zombie_cruc2 = [ $cruc_2, zombie_cruc3 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc3 = [ $cruc_3, zombie_cruc4 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc4 = [ $cruc_4, zombie_cruc5 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc5 = [ $cruc_5, zombie_cruc6 ] {self.nextthink = time + 0.1 + random()*0.1;}; +void() zombie_cruc6 = [ $cruc_6, zombie_cruc1 ] {self.nextthink = time + 0.1 + random()*0.1;}; + +void() zombie_walk1 =[ $walk1, zombie_walk2 ] {ai_walk(0);}; +void() zombie_walk2 =[ $walk2, zombie_walk3 ] {ai_walk(2);}; +void() zombie_walk3 =[ $walk3, zombie_walk4 ] {ai_walk(3);}; +void() zombie_walk4 =[ $walk4, zombie_walk5 ] {ai_walk(2);}; +void() zombie_walk5 =[ $walk5, zombie_walk6 ] {ai_walk(1);}; +void() zombie_walk6 =[ $walk6, zombie_walk7 ] {ai_walk(0);}; +void() zombie_walk7 =[ $walk7, zombie_walk8 ] {ai_walk(0);}; +void() zombie_walk8 =[ $walk8, zombie_walk9 ] {ai_walk(0);}; +void() zombie_walk9 =[ $walk9, zombie_walk10 ] {ai_walk(0);}; +void() zombie_walk10 =[ $walk10, zombie_walk11 ] {ai_walk(0);}; +void() zombie_walk11 =[ $walk11, zombie_walk12 ] {ai_walk(2);}; +void() zombie_walk12 =[ $walk12, zombie_walk13 ] {ai_walk(2);}; +void() zombie_walk13 =[ $walk13, zombie_walk14 ] {ai_walk(1);}; +void() zombie_walk14 =[ $walk14, zombie_walk15 ] {ai_walk(0);}; +void() zombie_walk15 =[ $walk15, zombie_walk16 ] {ai_walk(0);}; +void() zombie_walk16 =[ $walk16, zombie_walk17 ] {ai_walk(0);}; +void() zombie_walk17 =[ $walk17, zombie_walk18 ] {ai_walk(0);}; +void() zombie_walk18 =[ $walk18, zombie_walk19 ] {ai_walk(0);}; +void() zombie_walk19 =[ $walk19, zombie_walk1 ] { +ai_walk(0); +if (random() < 0.2) + sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE);}; + +void() zombie_run1 =[ $run1, zombie_run2 ] {ai_run(1);self.inpain = 0;}; +void() zombie_run2 =[ $run2, zombie_run3 ] {ai_run(1);}; +void() zombie_run3 =[ $run3, zombie_run4 ] {ai_run(0);}; +void() zombie_run4 =[ $run4, zombie_run5 ] {ai_run(1);}; +void() zombie_run5 =[ $run5, zombie_run6 ] {ai_run(2);}; +void() zombie_run6 =[ $run6, zombie_run7 ] {ai_run(3);}; +void() zombie_run7 =[ $run7, zombie_run8 ] {ai_run(4);}; +void() zombie_run8 =[ $run8, zombie_run9 ] {ai_run(4);}; +void() zombie_run9 =[ $run9, zombie_run10 ] {ai_run(2);}; +void() zombie_run10 =[ $run10, zombie_run11 ] {ai_run(0);}; +void() zombie_run11 =[ $run11, zombie_run12 ] {ai_run(0);}; +void() zombie_run12 =[ $run12, zombie_run13 ] {ai_run(0);}; +void() zombie_run13 =[ $run13, zombie_run14 ] {ai_run(2);}; +void() zombie_run14 =[ $run14, zombie_run15 ] {ai_run(4);}; +void() zombie_run15 =[ $run15, zombie_run16 ] {ai_run(6);}; +void() zombie_run16 =[ $run16, zombie_run17 ] {ai_run(7);}; +void() zombie_run17 =[ $run17, zombie_run18 ] {ai_run(3);}; +void() zombie_run18 =[ $run18, zombie_run1 ] { +ai_run(8); +if (random() < 0.2) + sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE); +if (random() > 0.8) + sound (self, CHAN_VOICE, "zombie/z_idle1.wav", 1, ATTN_IDLE); +}; + +/* +============================================================================= + +ATTACKS + +============================================================================= +*/ + +void() ZombieGrenadeTouch = +{ + if (other == self.owner) + return; // don't explode on owner + if (other.takedamage) + { + T_Damage (other, self, self.owner, 10 ); + sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM); + remove (self); + return; + } + sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound + self.velocity = '0 0 0'; + self.avelocity = '0 0 0'; + self.touch = SUB_Remove; +}; + +/* +================ +ZombieFireGrenade +================ +*/ +void(vector st) ZombieFireGrenade = +{ + local entity missile, mpuff; + local vector org; + + sound (self, CHAN_WEAPON, "zombie/z_shot1.wav", 1, ATTN_NORM); + + missile = spawn (); + missile.owner = self; + missile.movetype = MOVETYPE_BOUNCE; + missile.solid = SOLID_BBOX; + +// calc org + org = self.origin + st_x * v_forward + st_y * v_right + (st_z - 24) * v_up; + +// set missile speed + + makevectors (self.angles); + + missile.velocity = normalize(self.enemy.origin - org); + missile.velocity = missile.velocity * 600; + missile.velocity_z = 200; + + missile.avelocity = '3000 1000 2000'; + + missile.touch = ZombieGrenadeTouch; + +// set missile duration + missile.nextthink = time + 2.5; + missile.think = SUB_Remove; + + setmodel (missile, "progs/zom_gib.mdl"); + setsize (missile, '0 0 0', '0 0 0'); + setorigin (missile, org); +}; + + +void() zombie_atta1 =[ $atta1, zombie_atta2 ] {ai_face();}; +void() zombie_atta2 =[ $atta2, zombie_atta3 ] {ai_face();}; +void() zombie_atta3 =[ $atta3, zombie_atta4 ] {ai_face();}; +void() zombie_atta4 =[ $atta4, zombie_atta5 ] {ai_face();}; +void() zombie_atta5 =[ $atta5, zombie_atta6 ] {ai_face();}; +void() zombie_atta6 =[ $atta6, zombie_atta7 ] {ai_face();}; +void() zombie_atta7 =[ $atta7, zombie_atta8 ] {ai_face();}; +void() zombie_atta8 =[ $atta8, zombie_atta9 ] {ai_face();}; +void() zombie_atta9 =[ $atta9, zombie_atta10 ] {ai_face();}; +void() zombie_atta10 =[ $atta10, zombie_atta11 ] {ai_face();}; +void() zombie_atta11 =[ $atta11, zombie_atta12 ] {ai_face();}; +void() zombie_atta12 =[ $atta12, zombie_atta13 ] {ai_face();}; +void() zombie_atta13 =[ $atta13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -22 30');}; + +void() zombie_attb1 =[ $attb1, zombie_attb2 ] {ai_face();}; +void() zombie_attb2 =[ $attb2, zombie_attb3 ] {ai_face();}; +void() zombie_attb3 =[ $attb3, zombie_attb4 ] {ai_face();}; +void() zombie_attb4 =[ $attb4, zombie_attb5 ] {ai_face();}; +void() zombie_attb5 =[ $attb5, zombie_attb6 ] {ai_face();}; +void() zombie_attb6 =[ $attb6, zombie_attb7 ] {ai_face();}; +void() zombie_attb7 =[ $attb7, zombie_attb8 ] {ai_face();}; +void() zombie_attb8 =[ $attb8, zombie_attb9 ] {ai_face();}; +void() zombie_attb9 =[ $attb9, zombie_attb10 ] {ai_face();}; +void() zombie_attb10 =[ $attb10, zombie_attb11 ] {ai_face();}; +void() zombie_attb11 =[ $attb11, zombie_attb12 ] {ai_face();}; +void() zombie_attb12 =[ $attb12, zombie_attb13 ] {ai_face();}; +void() zombie_attb13 =[ $attb13, zombie_attb14 ] {ai_face();}; +void() zombie_attb14 =[ $attb13, zombie_run1 ] {ai_face();ZombieFireGrenade('-10 -24 29');}; + +void() zombie_attc1 =[ $attc1, zombie_attc2 ] {ai_face();}; +void() zombie_attc2 =[ $attc2, zombie_attc3 ] {ai_face();}; +void() zombie_attc3 =[ $attc3, zombie_attc4 ] {ai_face();}; +void() zombie_attc4 =[ $attc4, zombie_attc5 ] {ai_face();}; +void() zombie_attc5 =[ $attc5, zombie_attc6 ] {ai_face();}; +void() zombie_attc6 =[ $attc6, zombie_attc7 ] {ai_face();}; +void() zombie_attc7 =[ $attc7, zombie_attc8 ] {ai_face();}; +void() zombie_attc8 =[ $attc8, zombie_attc9 ] {ai_face();}; +void() zombie_attc9 =[ $attc9, zombie_attc10 ] {ai_face();}; +void() zombie_attc10 =[ $attc10, zombie_attc11 ] {ai_face();}; +void() zombie_attc11 =[ $attc11, zombie_attc12 ] {ai_face();}; +void() zombie_attc12 =[ $attc12, zombie_run1 ] {ai_face();ZombieFireGrenade('-12 -19 29');}; + +void() zombie_missile = +{ + local float r; + + r = random(); + + if (r < 0.3) + zombie_atta1 (); + else if (r < 0.6) + zombie_attb1 (); + else + zombie_attc1 (); +}; + + +/* +============================================================================= + +PAIN + +============================================================================= +*/ + +void() zombie_paina1 =[ $paina1, zombie_paina2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);}; +void() zombie_paina2 =[ $paina2, zombie_paina3 ] {ai_painforward(3);}; +void() zombie_paina3 =[ $paina3, zombie_paina4 ] {ai_painforward(1);}; +void() zombie_paina4 =[ $paina4, zombie_paina5 ] {ai_pain(1);}; +void() zombie_paina5 =[ $paina5, zombie_paina6 ] {ai_pain(3);}; +void() zombie_paina6 =[ $paina6, zombie_paina7 ] {ai_pain(1);}; +void() zombie_paina7 =[ $paina7, zombie_paina8 ] {}; +void() zombie_paina8 =[ $paina8, zombie_paina9 ] {}; +void() zombie_paina9 =[ $paina9, zombie_paina10 ] {}; +void() zombie_paina10 =[ $paina10, zombie_paina11 ] {}; +void() zombie_paina11 =[ $paina11, zombie_paina12 ] {}; +void() zombie_paina12 =[ $paina12, zombie_run1 ] {}; + +void() zombie_painb1 =[ $painb1, zombie_painb2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);}; +void() zombie_painb2 =[ $painb2, zombie_painb3 ] {ai_pain(2);}; +void() zombie_painb3 =[ $painb3, zombie_painb4 ] {ai_pain(8);}; +void() zombie_painb4 =[ $painb4, zombie_painb5 ] {ai_pain(6);}; +void() zombie_painb5 =[ $painb5, zombie_painb6 ] {ai_pain(2);}; +void() zombie_painb6 =[ $painb6, zombie_painb7 ] {}; +void() zombie_painb7 =[ $painb7, zombie_painb8 ] {}; +void() zombie_painb8 =[ $painb8, zombie_painb9 ] {}; +void() zombie_painb9 =[ $painb9, zombie_painb10 ] {sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM);}; +void() zombie_painb10 =[ $painb10, zombie_painb11 ] {}; +void() zombie_painb11 =[ $painb11, zombie_painb12 ] {}; +void() zombie_painb12 =[ $painb12, zombie_painb13 ] {}; +void() zombie_painb13 =[ $painb13, zombie_painb14 ] {}; +void() zombie_painb14 =[ $painb14, zombie_painb15 ] {}; +void() zombie_painb15 =[ $painb15, zombie_painb16 ] {}; +void() zombie_painb16 =[ $painb16, zombie_painb17 ] {}; +void() zombie_painb17 =[ $painb17, zombie_painb18 ] {}; +void() zombie_painb18 =[ $painb18, zombie_painb19 ] {}; +void() zombie_painb19 =[ $painb19, zombie_painb20 ] {}; +void() zombie_painb20 =[ $painb20, zombie_painb21 ] {}; +void() zombie_painb21 =[ $painb21, zombie_painb22 ] {}; +void() zombie_painb22 =[ $painb22, zombie_painb23 ] {}; +void() zombie_painb23 =[ $painb23, zombie_painb24 ] {}; +void() zombie_painb24 =[ $painb24, zombie_painb25 ] {}; +void() zombie_painb25 =[ $painb25, zombie_painb26 ] {ai_painforward(1);}; +void() zombie_painb26 =[ $painb26, zombie_painb27 ] {}; +void() zombie_painb27 =[ $painb27, zombie_painb28 ] {}; +void() zombie_painb28 =[ $painb28, zombie_run1 ] {}; + +void() zombie_painc1 =[ $painc1, zombie_painc2 ] {sound (self, CHAN_VOICE, "zombie/z_pain1.wav", 1, ATTN_NORM);}; +void() zombie_painc2 =[ $painc2, zombie_painc3 ] {}; +void() zombie_painc3 =[ $painc3, zombie_painc4 ] {ai_pain(3);}; +void() zombie_painc4 =[ $painc4, zombie_painc5 ] {ai_pain(1);}; +void() zombie_painc5 =[ $painc5, zombie_painc6 ] {}; +void() zombie_painc6 =[ $painc6, zombie_painc7 ] {}; +void() zombie_painc7 =[ $painc7, zombie_painc8 ] {}; +void() zombie_painc8 =[ $painc8, zombie_painc9 ] {}; +void() zombie_painc9 =[ $painc9, zombie_painc10 ] {}; +void() zombie_painc10 =[ $painc10, zombie_painc11 ] {}; +void() zombie_painc11 =[ $painc11, zombie_painc12 ] {ai_painforward(1);}; +void() zombie_painc12 =[ $painc12, zombie_painc13 ] {ai_painforward(1);}; +void() zombie_painc13 =[ $painc13, zombie_painc14 ] {}; +void() zombie_painc14 =[ $painc14, zombie_painc15 ] {}; +void() zombie_painc15 =[ $painc15, zombie_painc16 ] {}; +void() zombie_painc16 =[ $painc16, zombie_painc17 ] {}; +void() zombie_painc17 =[ $painc17, zombie_painc18 ] {}; +void() zombie_painc18 =[ $painc18, zombie_run1 ] {}; + +void() zombie_paind1 =[ $paind1, zombie_paind2 ] {sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM);}; +void() zombie_paind2 =[ $paind2, zombie_paind3 ] {}; +void() zombie_paind3 =[ $paind3, zombie_paind4 ] {}; +void() zombie_paind4 =[ $paind4, zombie_paind5 ] {}; +void() zombie_paind5 =[ $paind5, zombie_paind6 ] {}; +void() zombie_paind6 =[ $paind6, zombie_paind7 ] {}; +void() zombie_paind7 =[ $paind7, zombie_paind8 ] {}; +void() zombie_paind8 =[ $paind8, zombie_paind9 ] {}; +void() zombie_paind9 =[ $paind9, zombie_paind10 ] {ai_pain(1);}; +void() zombie_paind10 =[ $paind10, zombie_paind11 ] {}; +void() zombie_paind11 =[ $paind11, zombie_paind12 ] {}; +void() zombie_paind12 =[ $paind12, zombie_paind13 ] {}; +void() zombie_paind13 =[ $paind13, zombie_run1 ] {}; + +void() zombie_paine1 =[ $paine1, zombie_paine2 ] { +sound (self, CHAN_VOICE, "zombie/z_pain.wav", 1, ATTN_NORM); +self.health = 60; +}; +void() zombie_paine2 =[ $paine2, zombie_paine3 ] {ai_pain(8);}; +void() zombie_paine3 =[ $paine3, zombie_paine4 ] {ai_pain(5);}; +void() zombie_paine4 =[ $paine4, zombie_paine5 ] {ai_pain(3);}; +void() zombie_paine5 =[ $paine5, zombie_paine6 ] {ai_pain(1);}; +void() zombie_paine6 =[ $paine6, zombie_paine7 ] {ai_pain(2);}; +void() zombie_paine7 =[ $paine7, zombie_paine8 ] {ai_pain(1);}; +void() zombie_paine8 =[ $paine8, zombie_paine9 ] {ai_pain(1);}; +void() zombie_paine9 =[ $paine9, zombie_paine10 ] {ai_pain(2);}; +void() zombie_paine10 =[ $paine10, zombie_paine11 ] { +sound (self, CHAN_BODY, "zombie/z_fall.wav", 1, ATTN_NORM); +self.solid = SOLID_NOT; +}; +void() zombie_paine11 =[ $paine11, zombie_paine12 ] {self.nextthink = self.nextthink + 5;self.health = 60;}; +void() zombie_paine12 =[ $paine12, zombie_paine13 ]{ +// see if ok to stand up +self.health = 60; +sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_IDLE); +self.solid = SOLID_SLIDEBOX; +if (!walkmove (0, 0)) +{ + self.think = zombie_paine11; + self.solid = SOLID_NOT; + return; +} +}; +void() zombie_paine13 =[ $paine13, zombie_paine14 ] {}; +void() zombie_paine14 =[ $paine14, zombie_paine15 ] {}; +void() zombie_paine15 =[ $paine15, zombie_paine16 ] {}; +void() zombie_paine16 =[ $paine16, zombie_paine17 ] {}; +void() zombie_paine17 =[ $paine17, zombie_paine18 ] {}; +void() zombie_paine18 =[ $paine18, zombie_paine19 ] {}; +void() zombie_paine19 =[ $paine19, zombie_paine20 ] {}; +void() zombie_paine20 =[ $paine20, zombie_paine21 ] {}; +void() zombie_paine21 =[ $paine21, zombie_paine22 ] {}; +void() zombie_paine22 =[ $paine22, zombie_paine23 ] {}; +void() zombie_paine23 =[ $paine23, zombie_paine24 ] {}; +void() zombie_paine24 =[ $paine24, zombie_paine25 ] {}; +void() zombie_paine25 =[ $paine25, zombie_paine26 ] {ai_painforward(5);}; +void() zombie_paine26 =[ $paine26, zombie_paine27 ] {ai_painforward(3);}; +void() zombie_paine27 =[ $paine27, zombie_paine28 ] {ai_painforward(1);}; +void() zombie_paine28 =[ $paine28, zombie_paine29 ] {ai_pain(1);}; +void() zombie_paine29 =[ $paine29, zombie_paine30 ] {}; +void() zombie_paine30 =[ $paine30, zombie_run1 ] {}; + +void() zombie_die = +{ + sound (self, CHAN_VOICE, "zombie/z_gib.wav", 1, ATTN_NORM); + ThrowHead ("progs/h_zombie.mdl", self.health); + ThrowGib ("progs/gib1.mdl", self.health); + ThrowGib ("progs/gib2.mdl", self.health); + ThrowGib ("progs/gib3.mdl", self.health); +}; + +/* +================= +zombie_pain + +Zombies can only be killed (gibbed) by doing 60 hit points of damage +in a single frame (rockets, grenades, quad shotgun, quad nailgun). + +A hit of 25 points or more (super shotgun, quad nailgun) will allways put it +down to the ground. + +A hit of from 10 to 40 points in one frame will cause it to go down if it +has been twice in two seconds, otherwise it goes into one of the four +fast pain frames. + +A hit of less than 10 points of damage (winged by a shotgun) will be ignored. + +FIXME: don't use pain_finished because of nightmare hack +================= +*/ +void(entity attacker, float take) zombie_pain = +{ + local float r; + + self.health = 60; // allways reset health + + if (take < 9) + return; // totally ignore + + if (self.inpain == 2) + return; // down on ground, so don't reset any counters + +// go down immediately if a big enough hit + if (take >= 25) + { + self.inpain = 2; + zombie_paine1 (); + return; + } + + if (self.inpain) + { +// if hit again in next gre seconds while not in pain frames, definately drop + self.pain_finished = time + 3; + return; // currently going through an animation, don't change + } + + if (self.pain_finished > time) + { +// hit again, so drop down + self.inpain = 2; + zombie_paine1 (); + return; + } + +// gp into one of the fast pain animations + self.inpain = 1; + + r = random(); + if (r < 0.25) + zombie_paina1 (); + else if (r < 0.5) + zombie_painb1 (); + else if (r < 0.75) + zombie_painc1 (); + else + zombie_paind1 (); +}; + +//============================================================================ + +/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush + +If crucified, stick the bounding box 12 pixels back into a wall to look right. +*/ +void() monster_zombie = +{ + if (deathmatch) + { + remove(self); + return; + } + + precache_model ("progs/zombie.mdl"); + precache_model ("progs/h_zombie.mdl"); + precache_model ("progs/zom_gib.mdl"); + + precache_sound ("zombie/z_idle.wav"); + precache_sound ("zombie/z_idle1.wav"); + precache_sound ("zombie/z_shot1.wav"); + precache_sound ("zombie/z_gib.wav"); + precache_sound ("zombie/z_pain.wav"); + precache_sound ("zombie/z_pain1.wav"); + precache_sound ("zombie/z_fall.wav"); + precache_sound ("zombie/z_miss.wav"); + precache_sound ("zombie/z_hit.wav"); + precache_sound ("zombie/idle_w2.wav"); + + self.solid = SOLID_SLIDEBOX; + self.movetype = MOVETYPE_STEP; + + setmodel (self, "progs/zombie.mdl"); + + setsize (self, '-16 -16 -24', '16 16 40'); + self.health = 60; + + self.th_stand = zombie_stand1; + self.th_walk = zombie_walk1; + self.th_run = zombie_run1; + self.th_pain = zombie_pain; + self.th_die = zombie_die; + self.th_missile = zombie_missile; + + if (self.spawnflags & SPAWN_CRUCIFIED) + { + self.movetype = MOVETYPE_NONE; + zombie_cruc1 (); + } + else + walkmonster_start(); +};