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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.
- */
- /*
- ==============================================================================
- WIZARD
- ==============================================================================
- */
- $cd /raid/quake/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 ();
- };
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