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- /* Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- /*
- ==============================================================================
- DEMON
- ==============================================================================
- */
- $cd /raid/quake/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;
- };
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