+++ /dev/null
-/* 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>
-// }
-
-.float ismonster;
-
-.float modelindex2;
-
-/*
-================
-monster_use
-
-Using a monster makes it angry at the current activator
-LordHavoc: using a monster with the spawnflag 'Appear' makes it appear
-================
-*/
-void() monster_use =
-{
- if (self.enemy)
- return;
- if (self.health < 1)
- return;
- if (self.mdl)
- if (self.spawnflags & MONSTER_APPEAR)
- {
- self.nextthink = time + 0.1;
- self.spawnflags = self.spawnflags - MONSTER_APPEAR;
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
- //self.movetype = MOVETYPE_STEP;
- self.model = self.mdl;
- self.mdl = "";
- self.modelindex = self.modelindex2;
- self.modelindex2 = 0;
- //setorigin(self, self.origin + '0 0 1');
- spawn_tdeath(self.origin, self, self.origin);
- return;
- }
-
-#if 0
- if (activator.items & IT_INVISIBILITY)
- return;
-#endif
- 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;
-}
-
-void() monster_appearsetup =
-{
- if ((self.spawnflags & MONSTER_APPEAR) == 0)
- return;
- self.mdl = self.model;
- self.modelindex2 = self.modelindex;
- self.modelindex = 0;
- self.solid = SOLID_NOT;
- self.takedamage = DAMAGE_NO;
- //self.movetype = MOVETYPE_NONE;
- self.nextthink = -1;
- self.model = "";
-}
-
-/*
-================
-monster_setalpha
-
-Sets relative alpha of monster in skill 4 mode.
-================
-*/
-void(float a) monster_setalpha =
-{
- if (skill < 4 || self.classname == "monster_hellfish")
- {
- self.alpha = 1.0;
- return;
- }
-
- if (skill >= 5)
- {
- // randomly forget enemy, this makes monsters randomly return to their normal ghostlike state
- if (a == 0)
- if (self.enemy)
- if (random() < 0.1)
- self.enemy = world;
- // randomly blink (playing the same alarming sound as if attacking)
- if (self.enemy == world)
- {
- a = 0;
- if (time >= 0.3) // don't blink during the init process because it might become permanent
- if (random() < 0.005)
- {
- // blink for an instant, this causes the appear sound, alarming the player as if under attack
- /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
- sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
- */
- a = 1;
- }
- }
- // if ghosted, become non-solid and immune to damage
- if (a <= 0 || self.enemy == world)
- {
- self.solid = SOLID_NOT;
- self.takedamage = DAMAGE_NO;
- }
- else
- {
- // if unghosting, make sure we have an enemy, otherwise stay ghosted (even if blinking) so we can't be shot while blinking
- /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
- if (self.solid != SOLID_SLIDEBOX)
- sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
- */
- self.solid = SOLID_SLIDEBOX;
- self.takedamage = DAMAGE_AIM;
- }
- }
- self.alpha = SKILL4_MINALPHA + (1 - SKILL4_MINALPHA) * bound(0, a, 1);
-}
-
-/*
-================
-monster_death_use
-
-When a mosnter dies, it fires all of its targets with the current
-enemy as activator.
-================
-*/
-void() monster_death_use =
-{
-// 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() monsterinwall =
-{
- entity e;
- if (!autocvar_developer)
- return;
- // this is handy for level designers,
- // puts a spikey ball where the error is...
- e = spawn();
- setorigin(e, self.origin);
- setmodel (e, "models/ebomb.mdl");
- e.movetype = MOVETYPE_NONE;
- e.solid = SOLID_NOT;
- e.think = func_null;
- e.nextthink = -1;
- e.scale = 16;
-}
-
-//============================================================================
-
-void() walkmonster_start_go =
-{
- self.origin_z = self.origin_z + 1; // raise off floor a bit
-
- tracebox(self.origin, self.mins, self.maxs, self.origin, TRUE, self);
- if (trace_startsolid)
- {
- dprint("walkmonster in wall at: ");
- dprint(vtos(self.origin));
- dprint("\n");
- monsterinwall();
- droptofloor();
- }
- else
- {
- droptofloor();
- if (!walkmove(0,0))
- {
- dprint("walkmonster in wall at: ");
- dprint(vtos(self.origin));
- dprint("\n");
- monsterinwall();
- }
- }
-
- //self.cantrigger = TRUE;
-
- 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 (monsterwander)
- self.spawnflags = self.spawnflags | MONSTER_WANDER;
-
- 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
- {
- if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
- {
- monster_spawnwanderpath();
- self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
- self.th_walk ();
- }
- else
- {
- self.pausetime = 99999999;
- self.th_stand ();
- }
- }
- }
- else
- {
- if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
- {
- monster_spawnwanderpath();
- 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 + 0.1;
- self.iscreature = TRUE;
- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
-
- force_retouch = 2; // mainly to detect teleports
-
- monster_appearsetup();
-}
-
-
-void() walkmonster_start =
-{
- self.candrown = 1; // this is turned off by some monsters like zombies
- // 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 = time + random()*0.5 + 0.3;
- self.think = walkmonster_start_go;
- total_monsters = total_monsters + 1;
- self.bot_attack = TRUE;
- self.frags = 2; // actually just used to get havocbots to attack it...
- self.bleedfunc = genericbleedfunc;
- self.ismonster = TRUE;
-
- monster_setalpha (0);
-}
-
-
-
-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");
- monsterinwall();
- }
-
- //self.cantrigger = TRUE;
-
- if (monsterwander)
- self.spawnflags = self.spawnflags | MONSTER_WANDER;
-
- 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
- {
- if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
- {
- monster_spawnwanderpath();
- self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
- self.th_walk ();
- }
- else
- {
- self.pausetime = 99999999;
- self.th_stand ();
- }
- }
- }
- else
- {
- if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
- {
- monster_spawnwanderpath();
- self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
- self.th_walk ();
- }
- else
- {
- self.pausetime = 99999999;
- self.th_stand ();
- }
- }
- self.iscreature = TRUE;
- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
-
- force_retouch = 2; // mainly to detect teleports
-
- monster_appearsetup();
-}
-
-void() flymonster_start =
-{
- self.candrown = 1;
- // spread think times so they don't all happen at same time
- self.nextthink = time + random()*0.5 + 0.1;
- self.think = flymonster_start_go;
- total_monsters = total_monsters + 1;
- self.bot_attack = TRUE;
- self.frags = 2; // actually just used to get havocbots to attack it...
- self.bleedfunc = genericbleedfunc;
- self.ismonster = TRUE;
-
- monster_setalpha (0);
-}
-
-
-void() swimmonster_start_go =
-{
- if (deathmatch)
- {
- remove(self);
- return;
- }
-
- //self.cantrigger = TRUE;
-
- 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 10';
- self.use = monster_use;
-
- self.flags = self.flags | FL_SWIM;
- self.flags = self.flags | FL_MONSTER;
-
- if (monsterwander)
- self.spawnflags = self.spawnflags | MONSTER_WANDER;
-
- 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
- {
- if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
- {
- monster_spawnwanderpath();
- self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
- self.th_walk ();
- }
- else
- {
- self.pausetime = 99999999;
- self.th_stand ();
- }
- }
- }
- else
- {
- if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
- {
- monster_spawnwanderpath();
- self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
- self.th_walk ();
- }
- else
- {
- self.pausetime = 99999999;
- self.th_stand ();
- }
- }
- self.iscreature = TRUE;
- self.teleportable = TELEPORT_NORMAL;
- self.damagedbycontents = TRUE;
-
- force_retouch = 2; // mainly to detect teleports
-
- monster_appearsetup();
-}
-
-void() swimmonster_start =
-{
- // spread think times so they don't all happen at same time
- self.candrown = 0;
- self.nextthink = time + random()*0.5 + 0.1;
- self.think = swimmonster_start_go;
- total_monsters = total_monsters + 1;
- self.bot_attack = TRUE;
- self.frags = 2; // actually just used to get havocbots to attack it...
- self.bleedfunc = genericbleedfunc;
- self.ismonster = TRUE;
-
- monster_setalpha(0);
-}
-
-void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
-{
- vector v;
- v = '0 0 0' - force * 0.05;
- if (armordamage > 0)
- te_spark(org, v, armordamage * 3);
- if (bodydamage > 0)
- te_blood(org, v, bodydamage);
-}