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Text File  |  1996-02-07  |  11.7 KB  |  418 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. void()    Demon_JumpTouch;
  35. //*** Monster Deathmatch modified ***//
  36. void()  demon_respawn;
  37. //*** Forward declaration for the respawning function ***//
  38.  
  39. void()    demon1_stand1    =[    $stand1,    demon1_stand2    ] {ai_stand();};
  40. void()    demon1_stand2    =[    $stand2,    demon1_stand3    ] {ai_stand();};
  41. void()    demon1_stand3    =[    $stand3,    demon1_stand4    ] {ai_stand();};
  42. void()    demon1_stand4    =[    $stand4,    demon1_stand5    ] {ai_stand();};
  43. void()    demon1_stand5    =[    $stand5,    demon1_stand6    ] {ai_stand();};
  44. void()    demon1_stand6    =[    $stand6,    demon1_stand7    ] {ai_stand();};
  45. void()    demon1_stand7    =[    $stand7,    demon1_stand8    ] {ai_stand();};
  46. void()    demon1_stand8    =[    $stand8,    demon1_stand9    ] {ai_stand();};
  47. void()    demon1_stand9    =[    $stand9,    demon1_stand10    ] {ai_stand();};
  48. void()    demon1_stand10    =[    $stand10,    demon1_stand11    ] {ai_stand();};
  49. void()    demon1_stand11    =[    $stand11,    demon1_stand12    ] {ai_stand();};
  50. void()    demon1_stand12    =[    $stand12,    demon1_stand13    ] {ai_stand();};
  51. void()    demon1_stand13    =[    $stand13,    demon1_stand1    ] {ai_stand();};
  52.  
  53. void()    demon1_walk1    =[    $walk1,        demon1_walk2    ] {
  54. if (random() < 0.2)
  55.     sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
  56. ai_walk(8);
  57. };
  58. void()    demon1_walk2    =[    $walk2,        demon1_walk3    ] {ai_walk(6);};
  59. void()    demon1_walk3    =[    $walk3,        demon1_walk4    ] {ai_walk(6);};
  60. void()    demon1_walk4    =[    $walk4,        demon1_walk5    ] {ai_walk(7);};
  61. void()    demon1_walk5    =[    $walk5,        demon1_walk6    ] {ai_walk(4);};
  62. void()    demon1_walk6    =[    $walk6,        demon1_walk7    ] {ai_walk(6);};
  63. void()    demon1_walk7    =[    $walk7,        demon1_walk8    ] {ai_walk(10);};
  64. void()    demon1_walk8    =[    $walk8,        demon1_walk1    ] {ai_walk(10);};
  65.  
  66. void()    demon1_run1    =[    $run1,        demon1_run2    ] {
  67. if (random() < 0.2)
  68.     sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
  69. ai_run(20);};
  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.     demon1_pain1 ();
  142. };
  143.  
  144. void()    demon1_die1        =[    $death1,        demon1_die2    ] {
  145. sound (self, CHAN_VOICE, "demon/ddeath.wav", 1, ATTN_NORM);};
  146. void()    demon1_die2        =[    $death2,        demon1_die3    ] {};
  147. void()    demon1_die3        =[    $death3,        demon1_die4    ] {};
  148. void()    demon1_die4        =[    $death4,        demon1_die5    ] {};
  149. void()    demon1_die5        =[    $death5,        demon1_die6    ] {};
  150. void()    demon1_die6        =[    $death6,        demon1_die7    ]
  151. {self.solid = SOLID_NOT;};
  152. void()    demon1_die7        =[    $death7,        demon1_die8    ] {};
  153. void()    demon1_die8        =[    $death8,        demon1_die9    ] {};
  154. void()    demon1_die9        =[    $death9,        demon1_die9 ] {
  155. //*** Monster Deathmatch Modified ***//
  156.         if (deathmatch > 4)
  157.         {
  158.                 self.think = demon_respawn;
  159.                 self.nextthink = time + 30;
  160.         }
  161. //*** When DM is 5 or 6, respawn the monster after 30 seconds. ***//
  162. };
  163.  
  164. void() demon_die =
  165. {
  166. // check for gib
  167.     if (self.health < -80)
  168.     {
  169.         sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
  170.         ThrowHead ("progs/h_demon.mdl", self.health);
  171.         ThrowGib ("progs/gib1.mdl", self.health);
  172.         ThrowGib ("progs/gib1.mdl", self.health);
  173.         ThrowGib ("progs/gib1.mdl", self.health);
  174.                               
  175. //*** Monster deathmatch modified ***//
  176.                 if (deathmatch == 6)
  177.                 {
  178.                         self.think = demon_respawn;
  179.                         self.nextthink = time + 30;
  180.                 }
  181. //*** On deathmatch 6, respawn even gibbed monsters. ***//
  182.  
  183.         return;
  184.     }
  185.  
  186. // regular death
  187.     demon1_die1 ();
  188. };
  189.  
  190.  
  191. void() Demon_MeleeAttack =
  192. {
  193.     demon1_atta1 ();
  194. };
  195.  
  196.  
  197. /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
  198.  
  199. */
  200. void() monster_demon1 =
  201. {
  202.  
  203. //*** Monster DM Modified ***//
  204.         if ((deathmatch < 4) && (deathmatch))
  205. //*** Monster DM Modified ***//
  206.     {
  207.         remove(self);
  208.         return;
  209.     }
  210.     precache_model ("progs/demon.mdl");
  211.     precache_model ("progs/h_demon.mdl");
  212.  
  213.     precache_sound ("demon/ddeath.wav");
  214.     precache_sound ("demon/dhit2.wav");
  215.     precache_sound ("demon/djump.wav");
  216.     precache_sound ("demon/dpain1.wav");
  217.     precache_sound ("demon/idle1.wav");
  218.     precache_sound ("demon/sight2.wav");
  219.         
  220.     self.solid = SOLID_SLIDEBOX;
  221.     self.movetype = MOVETYPE_STEP;
  222.  
  223.     setmodel (self, "progs/demon.mdl");
  224.  
  225. //*** Monster DM Modified ***//
  226.         self.mdl = self.model;
  227.         self.oldorigin = self.origin;
  228. //*** Monster DM Modified ***//
  229.  
  230.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  231.     self.health = 300;
  232.  
  233.     self.th_stand = demon1_stand1;
  234.     self.th_walk = demon1_walk1;
  235.     self.th_run = demon1_run1;
  236.     self.th_die = demon_die;
  237.     self.th_melee = Demon_MeleeAttack;        // one of two attacks
  238.     self.th_missile = demon1_jump1;            // jump attack
  239.     self.th_pain = demon1_pain;
  240.         
  241.     walkmonster_start();
  242. };
  243.  
  244. //*** Monster DM Added ***//
  245. //*** Needed a way to make the monster respawn...  ***//
  246.  
  247. void() demon_respawn =
  248. {
  249.         spawn_tfog(self.origin);
  250.         spawn_tfog(self.oldorigin);
  251.         spawn_tdeath(self.oldorigin, self);
  252.     setmodel (self, "progs/demon.mdl");
  253.         self.movetype = MOVETYPE_STEP;
  254.         self.solid = SOLID_SLIDEBOX;
  255.         self.health = 300;
  256.     setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
  257.         setorigin (self, self.oldorigin);
  258.     self.th_stand = demon1_stand1;
  259.     self.th_walk = demon1_walk1;
  260.     self.th_run = demon1_run1;
  261.     self.th_die = demon_die;
  262.     self.th_melee = Demon_MeleeAttack;        // one of two attacks
  263.     self.th_missile = demon1_jump1;            // jump attack
  264.     self.th_pain = demon1_pain;
  265.         walkmonster_start();
  266. };
  267.  
  268. //*** End Monster DM Added ***//
  269.  
  270.  
  271. /*
  272. ==============================================================================
  273.  
  274. DEMON
  275.  
  276. ==============================================================================
  277. */
  278.  
  279. /*
  280. ==============
  281. CheckDemonMelee
  282.  
  283. Returns TRUE if a melee attack would hit right now
  284. ==============
  285. */
  286. float()    CheckDemonMelee =
  287. {
  288.     if (enemy_range == RANGE_MELEE)
  289.     {    // FIXME: check canreach
  290.         self.attack_state = AS_MELEE;
  291.         return TRUE;
  292.     }
  293.     return FALSE;
  294. };
  295.  
  296. /*
  297. ==============
  298. CheckDemonJump
  299.  
  300. ==============
  301. */
  302. float()    CheckDemonJump =
  303. {
  304.     local    vector    dist;
  305.     local    float    d;
  306.  
  307.     if (self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
  308.     + 0.75 * self.enemy.size_z)
  309.         return FALSE;
  310.         
  311.     if (self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
  312.     + 0.25 * self.enemy.size_z)
  313.         return FALSE;
  314.         
  315.     dist = self.enemy.origin - self.origin;
  316.     dist_z = 0;
  317.     
  318.     d = vlen(dist);
  319.     
  320.     if (d < 100)
  321.         return FALSE;
  322.         
  323.     if (d > 200)
  324.     {
  325.         if (random() < 0.9)
  326.             return FALSE;
  327.     }
  328.         
  329.     return TRUE;
  330. };
  331.  
  332. float()    DemonCheckAttack =
  333. {
  334.     local    vector    vec;
  335.     
  336. // if close enough for slashing, go for it
  337.     if (CheckDemonMelee ())
  338.     {
  339.         self.attack_state = AS_MELEE;
  340.         return TRUE;
  341.     }
  342.     
  343.     if (CheckDemonJump ())
  344.     {
  345.         self.attack_state = AS_MISSILE;
  346.         sound (self, CHAN_VOICE, "demon/djump.wav", 1, ATTN_NORM);
  347.         return TRUE;
  348.     }
  349.     
  350.     return FALSE;
  351. };
  352.  
  353.  
  354. //===========================================================================
  355.  
  356. void(float side)    Demon_Melee =
  357. {
  358.     local    float    ldmg;
  359.     local vector    delta;
  360.     
  361.     ai_face ();
  362.     walkmove (self.ideal_yaw, 12);    // allow a little closing
  363.  
  364.     delta = self.enemy.origin - self.origin;
  365.  
  366.     if (vlen(delta) > 100)
  367.         return;
  368.     if (!CanDamage (self.enemy, self))
  369.         return;
  370.         
  371.     sound (self, CHAN_WEAPON, "demon/dhit2.wav", 1, ATTN_NORM);
  372.     ldmg = 10 + 5*random();
  373.     T_Damage (self.enemy, self, self, ldmg);    
  374.  
  375.     makevectors (self.angles);
  376.     SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
  377. };
  378.  
  379.  
  380. void()    Demon_JumpTouch =
  381. {
  382.     local    float    ldmg;
  383.  
  384.     if (self.health <= 0)
  385.         return;
  386.         
  387.     if (other.takedamage)
  388.     {
  389.         if ( vlen(self.velocity) > 400 )
  390.         {
  391.             ldmg = 40 + 10*random();
  392.             T_Damage (other, self, self, ldmg);    
  393.         }
  394.     }
  395.  
  396.     if (!checkbottom(self))
  397.     {
  398.         if (self.flags & FL_ONGROUND)
  399.         {    // jump randomly to not get hung up
  400. //dprint ("popjump\n");
  401.     self.touch = SUB_Null;
  402.     self.think = demon1_jump1;
  403.     self.nextthink = time + 0.1;
  404.  
  405. //            self.velocity_x = (random() - 0.5) * 600;
  406. //            self.velocity_y = (random() - 0.5) * 600;
  407. //            self.velocity_z = 200;
  408. //            self.flags = self.flags - FL_ONGROUND;
  409.         }
  410.         return;    // not on ground yet
  411.     }
  412.  
  413.     self.touch = SUB_Null;
  414.     self.think = demon1_jump11;
  415.     self.nextthink = time + 0.1;
  416. };
  417.  
  418.