// m_boss.qc: Chthon, boss of E1 $cd id1 / models / boss1 $origin 0 0 - 15 $base base $skin skin $scale 5 $frame rise1 rise2 rise3 rise4 rise5 rise6 rise7 rise8 rise9 rise10 $frame rise11 rise12 rise13 rise14 rise15 rise16 rise17 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 $frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 $frame walk16 walk17 walk18 walk19 walk20 walk21 walk22 $frame walk23 walk24 walk25 walk26 walk27 walk28 walk29 walk30 walk31 $frame death1 death2 death3 death4 death5 death6 death7 death8 death9 $frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8 $frame attack9 attack10 attack11 attack12 attack13 attack14 attack15 $frame attack16 attack17 attack18 attack19 attack20 attack21 attack22 $frame attack23 $frame shocka1 shocka2 shocka3 shocka4 shocka5 shocka6 shocka7 shocka8 $frame shocka9 shocka10 $frame shockb1 shockb2 shockb3 shockb4 shockb5 shockb6 $frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8 $frame shockc9 shockc10 void(vector p) boss_missile; void() boss_face = { // go for another player if multi player if(enemy_is_gone(self.enemy) || random() < 0.02) { self.enemy = find(self.enemy, classname, "player"); if(!self.enemy) { self.enemy = find(self.enemy, classname, "player"); } } ai_face(); }; void() boss_rise1 = [ $rise1, boss_rise2 ] { sound(self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM); }; void() boss_rise2 = [ $rise2, boss_rise3 ] { sound(self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM); }; void() boss_rise3 = [ $rise3, boss_rise4 ] {}; void() boss_rise4 = [ $rise4, boss_rise5 ] {}; void() boss_rise5 = [ $rise5, boss_rise6 ] {}; void() boss_rise6 = [ $rise6, boss_rise7 ] {}; void() boss_rise7 = [ $rise7, boss_rise8 ] {}; void() boss_rise8 = [ $rise8, boss_rise9 ] {}; void() boss_rise9 = [ $rise9, boss_rise10 ] {}; void() boss_rise10 = [ $rise10, boss_rise11 ] {}; void() boss_rise11 = [ $rise11, boss_rise12 ] {}; void() boss_rise12 = [ $rise12, boss_rise13 ] {}; void() boss_rise13 = [ $rise13, boss_rise14 ] {}; void() boss_rise14 = [ $rise14, boss_rise15 ] {}; void() boss_rise15 = [ $rise15, boss_rise16 ] {}; void() boss_rise16 = [ $rise16, boss_rise17 ] {}; void() boss_rise17 = [ $rise17, boss_missile1 ] {}; void() boss_idle1 = [ $walk1, boss_idle2 ] { // look for other players }; void() boss_idle2 = [ $walk2, boss_idle3 ] {boss_face();}; void() boss_idle3 = [ $walk3, boss_idle4 ] {boss_face();}; void() boss_idle4 = [ $walk4, boss_idle5 ] {boss_face();}; void() boss_idle5 = [ $walk5, boss_idle6 ] {boss_face();}; void() boss_idle6 = [ $walk6, boss_idle7 ] {boss_face();}; void() boss_idle7 = [ $walk7, boss_idle8 ] {boss_face();}; void() boss_idle8 = [ $walk8, boss_idle9 ] {boss_face();}; void() boss_idle9 = [ $walk9, boss_idle10 ] {boss_face();}; void() boss_idle10 = [ $walk10, boss_idle11 ] {boss_face();}; void() boss_idle11 = [ $walk11, boss_idle12 ] {boss_face();}; void() boss_idle12 = [ $walk12, boss_idle13 ] {boss_face();}; void() boss_idle13 = [ $walk13, boss_idle14 ] {boss_face();}; void() boss_idle14 = [ $walk14, boss_idle15 ] {boss_face();}; void() boss_idle15 = [ $walk15, boss_idle16 ] {boss_face();}; void() boss_idle16 = [ $walk16, boss_idle17 ] {boss_face();}; void() boss_idle17 = [ $walk17, boss_idle18 ] {boss_face();}; void() boss_idle18 = [ $walk18, boss_idle19 ] {boss_face();}; void() boss_idle19 = [ $walk19, boss_idle20 ] {boss_face();}; void() boss_idle20 = [ $walk20, boss_idle21 ] {boss_face();}; void() boss_idle21 = [ $walk21, boss_idle22 ] {boss_face();}; void() boss_idle22 = [ $walk22, boss_idle23 ] {boss_face();}; void() boss_idle23 = [ $walk23, boss_idle24 ] {boss_face();}; void() boss_idle24 = [ $walk24, boss_idle25 ] {boss_face();}; void() boss_idle25 = [ $walk25, boss_idle26 ] {boss_face();}; void() boss_idle26 = [ $walk26, boss_idle27 ] {boss_face();}; void() boss_idle27 = [ $walk27, boss_idle28 ] {boss_face();}; void() boss_idle28 = [ $walk28, boss_idle29 ] {boss_face();}; void() boss_idle29 = [ $walk29, boss_idle30 ] {boss_face();}; void() boss_idle30 = [ $walk30, boss_idle31 ] {boss_face();}; void() boss_idle31 = [ $walk31, boss_idle1 ] {boss_face();}; void() boss_missile1 = [ $attack1, boss_missile2 ] {boss_face();}; void() boss_missile2 = [ $attack2, boss_missile3 ] {boss_face();}; void() boss_missile3 = [ $attack3, boss_missile4 ] {boss_face();}; void() boss_missile4 = [ $attack4, boss_missile5 ] {boss_face();}; void() boss_missile5 = [ $attack5, boss_missile6 ] {boss_face();}; void() boss_missile6 = [ $attack6, boss_missile7 ] {boss_face();}; void() boss_missile7 = [ $attack7, boss_missile8 ] {boss_face();}; void() boss_missile8 = [ $attack8, boss_missile9 ] {boss_face();}; void() boss_missile9 = [ $attack9, boss_missile10 ] {boss_missile('100 100 200');}; void() boss_missile10 = [ $attack10, boss_missile11 ] {boss_face();}; void() boss_missile11 = [ $attack11, boss_missile12 ] {boss_face();}; void() boss_missile12 = [ $attack12, boss_missile13 ] {boss_face();}; void() boss_missile13 = [ $attack13, boss_missile14 ] {boss_face();}; void() boss_missile14 = [ $attack14, boss_missile15 ] {boss_face();}; void() boss_missile15 = [ $attack15, boss_missile16 ] {boss_face();}; void() boss_missile16 = [ $attack16, boss_missile17 ] {boss_face();}; void() boss_missile17 = [ $attack17, boss_missile18 ] {boss_face();}; void() boss_missile18 = [ $attack18, boss_missile19 ] {boss_face();}; void() boss_missile19 = [ $attack19, boss_missile20 ] {boss_face();}; void() boss_missile20 = [ $attack20, boss_missile21 ] {boss_missile('100 -100 200');}; void() boss_missile21 = [ $attack21, boss_missile22 ] {boss_face();}; void() boss_missile22 = [ $attack22, boss_missile23 ] {boss_face();}; void() boss_missile23 = [ $attack23, boss_missile1 ] {boss_face();}; void() boss_shocka1 = [ $shocka1, boss_shocka2 ] {}; void() boss_shocka2 = [ $shocka2, boss_shocka3 ] {}; void() boss_shocka3 = [ $shocka3, boss_shocka4 ] {}; void() boss_shocka4 = [ $shocka4, boss_shocka5 ] {}; void() boss_shocka5 = [ $shocka5, boss_shocka6 ] {}; void() boss_shocka6 = [ $shocka6, boss_shocka7 ] {}; void() boss_shocka7 = [ $shocka7, boss_shocka8 ] {}; void() boss_shocka8 = [ $shocka8, boss_shocka9 ] {}; void() boss_shocka9 = [ $shocka9, boss_shocka10 ] {}; void() boss_shocka10 = [ $shocka10, boss_missile1 ] {}; void() boss_shockb1 = [ $shockb1, boss_shockb2 ] {}; void() boss_shockb2 = [ $shockb2, boss_shockb3 ] {}; void() boss_shockb3 = [ $shockb3, boss_shockb4 ] {}; void() boss_shockb4 = [ $shockb4, boss_shockb5 ] {}; void() boss_shockb5 = [ $shockb5, boss_shockb6 ] {}; void() boss_shockb6 = [ $shockb6, boss_shockb7 ] {}; void() boss_shockb7 = [ $shockb1, boss_shockb8 ] {}; void() boss_shockb8 = [ $shockb2, boss_shockb9 ] {}; void() boss_shockb9 = [ $shockb3, boss_shockb10 ] {}; void() boss_shockb10 = [ $shockb4, boss_missile1 ] {}; void() boss_shockc1 = [ $shockc1, boss_shockc2 ] {}; void() boss_shockc2 = [ $shockc2, boss_shockc3 ] {}; void() boss_shockc3 = [ $shockc3, boss_shockc4 ] {}; void() boss_shockc4 = [ $shockc4, boss_shockc5 ] {}; void() boss_shockc5 = [ $shockc5, boss_shockc6 ] {}; void() boss_shockc6 = [ $shockc6, boss_shockc7 ] {}; void() boss_shockc7 = [ $shockc7, boss_shockc8 ] {}; void() boss_shockc8 = [ $shockc8, boss_shockc9 ] {}; void() boss_shockc9 = [ $shockc9, boss_shockc10 ] {}; void() boss_shockc10 = [ $shockc10, boss_death1 ] {}; void() boss_death1 = [$death1, boss_death2] { sound(self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM); }; void() boss_death2 = [$death2, boss_death3] {}; void() boss_death3 = [$death3, boss_death4] {}; void() boss_death4 = [$death4, boss_death5] {}; void() boss_death5 = [$death5, boss_death6] {}; void() boss_death6 = [$death6, boss_death7] {}; void() boss_death7 = [$death7, boss_death8] {}; void() boss_death8 = [$death8, boss_death9] {}; void() boss_death9 = [$death9, boss_death10] { sound(self, CHAN_BODY, "boss1/out1.wav", 1, ATTN_NORM); write_byte(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(MSG_BROADCAST, TE_LAVASPLASH); write_coord(MSG_BROADCAST, self.origin_x); write_coord(MSG_BROADCAST, self.origin_y); write_coord(MSG_BROADCAST, self.origin_z); }; void() boss_death10 = [$death9, boss_death10] { killed_monsters = killed_monsters + 1; write_byte(MSG_ALL, SVC_KILLEDMONSTER); sub_use_targets(); remove(self); }; void(vector p) boss_missile = { vector offang; vector org, vec, d; float t; offang = vec_to_angles(self.enemy.origin - self.origin); make_vectors(offang); org = self.origin + p_x * v_forward + p_y * v_right + p_z*'0 0 1'; // lead the player on hard mode if(skill > 1) { t = vec_len(self.enemy.origin - org) / 300; vec = self.enemy.velocity; vec_z = 0; d = self.enemy.origin + t * vec; } else { d = self.enemy.origin; } vec = normalize(d - org); launch_spike(org, vec); set_model(newmis, "progs/lavaball.mdl"); newmis.avelocity = '200 100 300'; set_size(newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.velocity = vec * 300; newmis.touch = ent_missile_touch; // rocket explosion sound(self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM); // check for dead enemy if(enemy_is_gone(self.enemy)) { boss_idle1(); } }; void() boss_awake = { self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; self.takedamage = DAMAGE_NO; set_model(self, "progs/boss.mdl"); set_size(self, '-128 -128 -24', '128 128 256'); if(skill == 0) { self.health = 1; } else { self.health = 3; } self.enemy = activator; write_byte(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(MSG_BROADCAST, TE_LAVASPLASH); write_coord(MSG_BROADCAST, self.origin_x); write_coord(MSG_BROADCAST, self.origin_y); write_coord(MSG_BROADCAST, self.origin_z); self.yaw_speed = 20; boss_rise1(); }; /*QUAKED monster_boss(1 0 0) (-128 -128 -24) (128 128 256) */ void() monster_boss = { if(deathmatch) { remove(self); return; } precache_model("progs/boss.mdl"); precache_model("progs/lavaball.mdl"); precache_sound("weapons/rocket1i.wav"); precache_sound("boss1/out1.wav"); precache_sound("boss1/sight1.wav"); precache_sound("misc/power.wav"); precache_sound("boss1/throw.wav"); precache_sound("boss1/pain.wav"); precache_sound("boss1/death.wav"); total_monsters = total_monsters + 1; self.use = boss_awake; }; //=========================================================================== void() lightning_fire = { vector p1, p2; if(time >= lightning_end) { // done here, put the terminals back up self = le1; door_go_down(); self = le2; door_go_down(); return; } p1 = (le1.mins + le1.maxs) * 0.5; p1_z = le1.absmin_z - 16; p2 = (le2.mins + le2.maxs) * 0.5; p2_z = le2.absmin_z - 16; // compensate for length of bolt p2 = p2 - normalize(p2 - p1) * 100; self.nextthink = time + 0.1; self.think = lightning_fire; write_byte(MSG_ALL, SVC_TEMPENTITY); write_byte(MSG_ALL, TE_LIGHTNING3); write_entity(MSG_ALL, world); write_coord(MSG_ALL, p1_x); write_coord(MSG_ALL, p1_y); write_coord(MSG_ALL, p1_z); write_coord(MSG_ALL, p2_x); write_coord(MSG_ALL, p2_y); write_coord(MSG_ALL, p2_z); }; void() lightning_use = { if(lightning_end >= time + 1) { return; } le1 = find(world, target, "lightning"); le2 = find(le1, target, "lightning"); if(!le1 || !le2) { print_dbg("missing lightning targets\n"); return; } if((le1.state != STATE_TOP && le1.state != STATE_BOTTOM) || (le2.state != STATE_TOP && le2.state != STATE_BOTTOM) || (le1.state != le2.state)) { // print_dbg("not aligned\n"); return; } // don't let the electrodes go back up until the bolt is done le1.nextthink = -1; le2.nextthink = -1; lightning_end = time + 1; sound(self, CHAN_VOICE, "misc/power.wav", 1, ATTN_NORM); lightning_fire(); // advance the boss pain if down self = find(world, classname, "monster_boss"); if(!self) { return; } self.enemy = activator; if(le1.state == STATE_TOP && self.health > 0) { sound(self, CHAN_VOICE, "boss1/pain.wav", 1, ATTN_NORM); self.health = self.health - 1; if(self.health >= 2) { boss_shocka1(); } else if(self.health == 1) { boss_shockb1(); } else if(self.health == 0) { boss_shockc1(); } } }; /*QUAKED event_lightning(0 1 1) (-16 -16 -16) (16 16 16) Just for boss level. */ void() event_lightning = { self.use = lightning_use; };