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- /* Copyright (C) 1996-2022 id Software LLC
- 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.
- */
- /* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
- // name =[framenum, nexttime, nextthink] {code}
- // expands to:
- // name ()
- // {
- // self.frame=framenum;
- // self.nextthink = time + nexttime;
- // self.think = nextthink
- // <code>
- // };
- /*
- ================
- monster_use
- Using a monster makes it angry at the current activator
- ================
- */
- void() monster_use =
- {
- if (self.enemy)
- return;
- if (self.health <= 0)
- return;
- if (activator.items & IT_INVISIBILITY)
- return;
- if (activator.flags & FL_NOTARGET)
- return;
- if (activator.classname != "player")
- return;
-
- // delay reaction so if the monster is teleported, its sound is still
- // heard
- self.enemy = activator;
- self.nextthink = time + 0.1;
- self.think = FoundTarget;
- };
- /*
- ================
- monster_death_use
- When a mosnter dies, it fires all of its targets with the current
- enemy as activator.
- ================
- */
- void() monster_death_use =
- {
- local entity ent, otemp, stemp;
- // fall to ground
- if (self.flags & FL_FLY)
- self.flags = self.flags - FL_FLY;
- if (self.flags & FL_SWIM)
- self.flags = self.flags - FL_SWIM;
- if (!self.target)
- return;
- activator = self.enemy;
- SUB_UseTargets ();
- };
- //============================================================================
- void() walkmonster_start_go =
- {
- local string stemp;
- local entity etemp;
- self.origin_z = self.origin_z + 1; // raise off floor a bit
- droptofloor();
-
- if (!walkmove(0,0))
- {
- dprint ("walkmonster in wall!\n");
- dprint (self.classname);
- dprint (" 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.team = TEAM_MONSTERS;
-
- 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.team = TEAM_MONSTERS;
- self.flags = self.flags | FL_FLY;
- self.flags = self.flags | FL_MONSTER;
- if (!walkmove(0,0))
- {
- dprint ("flymonster in wall!\n");
- dprint (self.classname);
- dprint (" 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.team = TEAM_MONSTERS;
-
- 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;
- // Don't count here. swimmonster_start_go already increments
- // the monster count!!!
- // total_monsters = total_monsters + 1;
- };
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