home *** CD-ROM | disk | FTP | other *** search
/ The Arsenal Files 8 / The Arsenal Files Collection #8 (Arsenal Computer) (1996).ISO / g_quake / ultqsrc.zip / DEMON.QC < prev    next >
Text File  |  1996-10-04  |  10KB  |  350 lines

  1. /*
  2. ==============================================================================
  3.  
  4. DEMON
  5.  
  6. ==============================================================================
  7. */
  8.  
  9. $cd /raid/quake/id1/models/demon3
  10. $scale    0.8
  11. $origin 0 0 24
  12. $base base
  13. $skin base
  14.  
  15. $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
  16. $frame stand10 stand11 stand12 stand13
  17.  
  18. $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
  19.  
  20. $frame run1 run2 run3 run4 run5 run6
  21.  
  22. $frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9 leap10
  23. $frame leap11 leap12
  24.  
  25. $frame pain1 pain2 pain3 pain4 pain5 pain6
  26.  
  27. $frame death1 death2 death3 death4 death5 death6 death7 death8 death9
  28.  
  29. $frame attacka1 attacka2 attacka3 attacka4 attacka5 attacka6 attacka7 attacka8
  30. $frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15
  31.  
  32. //============================================================================
  33.  
  34.  
  35. void()    Demon_JumpTouch;
  36.  
  37. void()    demon1_stand1    =[    $stand1,    demon1_stand2    ] {ai_stand();};
  38. void()    demon1_stand2    =[    $stand2,    demon1_stand3    ] {ai_stand();};
  39. void()    demon1_stand3    =[    $stand3,    demon1_stand4    ] {ai_stand();};
  40. void()    demon1_stand4    =[    $stand4,    demon1_stand5    ] {ai_stand();};
  41. void()    demon1_stand5    =[    $stand5,    demon1_stand6    ] {ai_stand();};
  42. void()    demon1_stand6    =[    $stand6,    demon1_stand7    ] {ai_stand();};
  43. void()    demon1_stand7    =[    $stand7,    demon1_stand8    ] {ai_stand();};
  44. void()    demon1_stand8    =[    $stand8,    demon1_stand9    ] {ai_stand();};
  45. void()    demon1_stand9    =[    $stand9,    demon1_stand10    ] {ai_stand();};
  46. void()    demon1_stand10    =[    $stand10,    demon1_stand11    ] {ai_stand();};
  47. void()    demon1_stand11    =[    $stand11,    demon1_stand12    ] {ai_stand();};
  48. void()    demon1_stand12    =[    $stand12,    demon1_stand13    ] {ai_stand();};
  49. void()    demon1_stand13    =[    $stand13,    demon1_stand1    ] {ai_stand();
  50. };
  51.  
  52. void()    demon1_walk1    =[    $walk1,        demon1_walk2    ] {
  53. if (random() < 0.2)
  54.     sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
  55. ai_walk(8);
  56. };
  57. void()    demon1_walk2    =[    $walk2,        demon1_walk3    ] {ai_walk(6);};
  58. void()    demon1_walk3    =[    $walk3,        demon1_walk4    ] {ai_walk(6);};
  59. void()    demon1_walk4    =[    $walk4,        demon1_walk5    ] {ai_walk(7);};
  60. void()    demon1_walk5    =[    $walk5,        demon1_walk6    ] {ai_walk(4);};
  61. void()    demon1_walk6    =[    $walk6,        demon1_walk7    ] {ai_walk(6);};
  62. void()    demon1_walk7    =[    $walk7,        demon1_walk8    ] {ai_walk(10);};
  63. void()    demon1_walk8    =[    $walk8,        demon1_walk1    ] {ai_walk(10);};
  64.  
  65. void()    demon1_run1    =[    $run1,        demon1_run2    ] {
  66. if (random() < 0.2)
  67.     sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
  68. ai_run(20);
  69. };
  70. void()    demon1_run2    =[    $run2,        demon1_run3    ] {ai_run(15);};
  71. void()    demon1_run3    =[    $run3,        demon1_run4    ] {ai_run(36);};
  72. void()    demon1_run4    =[    $run4,        demon1_run5    ] {ai_run(20);};
  73. void()    demon1_run5    =[    $run5,        demon1_run6    ] {ai_run(15);};
  74. void()    demon1_run6    =[    $run6,        demon1_run1    ] {ai_run(36);};
  75.  
  76. void()    demon1_jump1    =[    $leap1,        demon1_jump2    ] {ai_face();};
  77. void()    demon1_jump2    =[    $leap2,        demon1_jump3    ] {ai_face();};
  78. void()    demon1_jump3    =[    $leap3,        demon1_jump4    ] {ai_face();};
  79. void()    demon1_jump4    =[    $leap4,        demon1_jump5    ]
  80. {
  81.     ai_face();
  82.     
  83.     self.touch = Demon_JumpTouch;
  84.     makevectors (self.angles);
  85.     self.origin_z = self.origin_z + 1;
  86.     self.velocity = v_forward * 600 + '0 0 250';
  87.     if (self.flags & FL_ONGROUND)
  88.         self.flags = self.flags - FL_ONGROUND;
  89. };
  90. void()    demon1_jump5    =[    $leap5,        demon1_jump6    ] {};
  91. void()    demon1_jump6    =[    $leap6,        demon1_jump7    ] {};
  92. void()    demon1_jump7    =[    $leap7,        demon1_jump8    ] {};
  93. void()    demon1_jump8    =[     $leap8,        demon1_jump9    ] {};
  94. void()    demon1_jump9    =[     $leap9,        demon1_jump10    ] {};
  95. void()    demon1_jump10    =[     $leap10,    demon1_jump1    ] {
  96. self.nextthink = time + 3;
  97. // if three seconds pass, assume demon is stuck and jump again
  98. };
  99.  
  100. void()    demon1_jump11    =[     $leap11,    demon1_jump12    ] {};
  101. void()    demon1_jump12    =[     $leap12,    demon1_run1    ] {};
  102.  
  103.  
  104. void()    demon1_atta1    =[    $attacka1,        demon1_atta2    ] {ai_charge(4);};
  105. void()    demon1_atta2    =[    $attacka2,        demon1_atta3    ] {ai_charge(0);};
  106. void()    demon1_atta3    =[    $attacka3,        demon1_atta4    ] {ai_charge(0);};
  107. void()    demon1_atta4    =[    $attacka4,        demon1_atta5    ] {ai_charge(1);};
  108. void()    demon1_atta5    =[    $attacka5,        demon1_atta6    ] {ai_charge(2); Demon_Melee(200);};
  109. void()    demon1_atta6    =[    $attacka6,        demon1_atta7    ] {ai_charge(1);};
  110. void()    demon1_atta7    =[    $attacka7,        demon1_atta8    ] {ai_charge(6);};
  111. void()    demon1_atta8    =[    $attacka8,        demon1_atta9    ] {ai_charge(8);};
  112. void()    demon1_atta9    =[    $attacka9,        demon1_atta10] {ai_charge(4);};
  113. void()    demon1_atta10    =[    $attacka10,        demon1_atta11] {ai_charge(2);};
  114. void()    demon1_atta11    =[    $attacka11,        demon1_atta12] {Demon_Melee(-200);};
  115. void()    demon1_atta12    =[    $attacka12,        demon1_atta13] {ai_charge(5);};
  116. void()    demon1_atta13    =[    $attacka13,        demon1_atta14] {ai_charge(8);};
  117. void()    demon1_atta14    =[    $attacka14,        demon1_atta15] {ai_charge(4);};
  118. void()    demon1_atta15    =[    $attacka15,        demon1_run1] {ai_charge(4);};
  119.  
  120. void()    demon1_pain1    =[    $pain1,        demon1_pain2    ] {};
  121. void()    demon1_pain2    =[    $pain2,        demon1_pain3    ] {};
  122. void()    demon1_pain3    =[    $pain3,        demon1_pain4    ] {};
  123. void()    demon1_pain4    =[    $pain4,        demon1_pain5    ] {};
  124. void()    demon1_pain5    =[    $pain5,        demon1_pain6    ] {};
  125. void()    demon1_pain6    =[    $pain6,        demon1_run1    ] {};
  126.  
  127. void(entity attacker, float damage)    demon1_pain =
  128. {
  129.     if (self.touch == Demon_JumpTouch)
  130.         return;
  131.  
  132.     if (self.pain_finished > time)
  133.         return;
  134.  
  135.     self.pain_finished = time + 1;
  136.     sound (self, CHAN_VOICE, "demon/dpain1.wav", 1, ATTN_NORM);
  137.  
  138.     if (random()*200 > damage)
  139.         return;        // didn't flinch
  140.         
  141.  
  142.     demon1_pain1 ();
  143. };
  144.  
  145. void()    demon1_die1        =[    $death1,        demon1_die2    ] {
  146. sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);};
  147. void()    demon1_die2        =[    $death2,        demon1_die3    ] {};
  148. void()    demon1_die3        =[    $death3,        demon1_die4    ] {};
  149. void()    demon1_die4        =[    $death4,        demon1_die5    ] {};
  150. void()    demon1_die5        =[    $death5,        demon1_die6    ] {};
  151. void()    demon1_die6        =[    $death6,        demon1_die7    ]{};
  152. void()    demon1_die7        =[    $death7,        demon1_die8    ] {};
  153. void()    demon1_die8        =[    $death8,        demon1_die9    ] {};
  154. void()  demon1_die9             =[      $death9,                demon1_die9 ] {/*if (!self.isfeign)*/MakeSolidCorpse ("progs/h_demon.mdl",self.classname);};
  155.  
  156. void() demon_die =
  157. {
  158. // check for gib
  159.         if (self.health < -60)
  160.     {
  161.         self.enemy.exp = self.enemy.exp + (100 - self.health)*skill;
  162.         self.netname = "progs/h_demon.mdl";
  163.         CorpseDie();
  164.         return;
  165.     }
  166.  
  167. // regular death
  168.         demon1_die1 ();
  169. };
  170.  
  171.  
  172. void() Demon_MeleeAttack =
  173. {
  174.     demon1_atta1 ();
  175. };
  176.  
  177. void () demon_killcorpse =
  178. {
  179.         if(other==self.enemy)
  180.                 return;
  181.         if (other.classname == "corpse")
  182.                 {
  183.                 self.enemy = other;
  184.                 Demon_MeleeAttack();
  185.                 }
  186. };
  187.  
  188. /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
  189.  
  190. */
  191. void() monster_demon1 =
  192. {
  193.         if ((!self.charmed)&&(deathmatch))
  194.     {
  195.         remove(self);
  196.         return;
  197.     }
  198.  
  199.     self.solid = SOLID_SLIDEBOX;
  200.     self.movetype = MOVETYPE_STEP;
  201.  
  202.     setmodel (self, "progs/demon.mdl");
  203.  
  204.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  205.     self.health = 300;
  206.         self.alive = TRUE;
  207.         self.classname ="fiend";
  208.         self.initthink = monster_demon1;
  209.     self.th_stand = demon1_stand1;
  210.     self.th_walk = demon1_walk1;
  211.     self.th_run = demon1_run1;
  212.     self.th_die = demon_die;
  213.     self.th_melee = Demon_MeleeAttack;        // one of two attacks
  214.     self.th_missile = demon1_jump1;            // jump attack
  215.     self.th_pain = demon1_pain;
  216.         self.touch = demon_killcorpse;
  217.         self.active = 1;
  218.  
  219.     walkmonster_start();
  220. };
  221.  
  222.  
  223. /*
  224. ==============================================================================
  225.  
  226. DEMON
  227.  
  228. ==============================================================================
  229. */
  230.  
  231. /*
  232. ==============
  233. CheckDemonMelee
  234.  
  235. Returns TRUE if a melee attack would hit right now
  236. ==============
  237. */
  238. float()    CheckDemonMelee =
  239. {
  240.     if (enemy_range == RANGE_MELEE)
  241.     {    // FIXME: check canreach
  242.         self.attack_state = AS_MELEE;
  243.         return TRUE;
  244.     }
  245.     return FALSE;
  246. };
  247.  
  248. /*
  249. ==============
  250. CheckDemonJump
  251.  
  252. ==============
  253. */
  254. float()    CheckDemonJump =
  255. {
  256.     local    vector    dist;
  257.     local    float    d;
  258.  
  259.     if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
  260.     + 0.75 * self.enemy.size_z)
  261.         return FALSE;
  262.         
  263.     if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
  264.     + 0.25 * self.enemy.size_z)
  265.         return FALSE;
  266.         
  267.     dist = self.enemy.origin - self.origin;
  268.     dist_z = 0;
  269.     
  270.     d = vlen(dist);
  271.     
  272.     if (d < 100)
  273.         return FALSE;
  274.         
  275.     if (d > 200)
  276.     {
  277.         if (random() < 0.9)
  278.             return FALSE;
  279.     }
  280.         
  281.     return TRUE;
  282. };
  283.  
  284.  
  285.  
  286. //===========================================================================
  287.  
  288. void(float side)    Demon_Melee =
  289. {
  290.     local    float    ldmg;
  291.     local vector    delta;
  292.     
  293.     ai_face ();
  294.     walkmove (self.ideal_yaw, 12);    // allow a little closing
  295.  
  296.     delta = self.enemy.origin - self.origin;
  297.  
  298.     if (vlen(delta) > 100)
  299.         return;
  300.         if (!CanDamage (self.enemy, self)&&self.enemy.classname!="corpse")
  301.         return;
  302.         
  303.     sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
  304.     ldmg = 10 + 5*random();
  305.     T_Damage (self.enemy, self, self, ldmg);    
  306.  
  307.     makevectors (self.angles);
  308.     SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
  309. };
  310.  
  311.  
  312. void()    Demon_JumpTouch =
  313. {
  314.     local    float    ldmg;
  315.  
  316.     if (self.health <= 0)
  317.         return;
  318.         
  319.     if (other.takedamage)
  320.     {
  321.         if ( vlen(self.velocity) > 400 )
  322.         {
  323.             ldmg = 40 + 10*random();
  324.             T_Damage (other, self, self, ldmg);    
  325.         }
  326.     }
  327.  
  328.     if (!checkbottom(self))
  329.     {
  330.         if (self.flags & FL_ONGROUND)
  331.         {    // jump randomly to not get hung up
  332. //dprint ("popjump\n");
  333.         self.touch = demon_killcorpse;
  334.     self.think = demon1_jump1;
  335.     self.nextthink = time + 0.1;
  336.  
  337. //            self.velocity_x = (random() - 0.5) * 600;
  338. //            self.velocity_y = (random() - 0.5) * 600;
  339. //            self.velocity_z = 200;
  340. //            self.flags = self.flags - FL_ONGROUND;
  341.         }
  342.         return;    // not on ground yet
  343.     }
  344.  
  345.         self.touch = demon_killcorpse;
  346.     self.think = demon1_jump11;
  347.     self.nextthink = time + 0.1;
  348. };
  349.  
  350.