super-coop/source/dog.qc

351 lines
9.2 KiB
Plaintext

// dog.qc: Rottweiler
$cd id1 / models / dog
$origin 0 0 24
$base base
$skin skin
$frame attack1 attack2 attack3 attack4 attack5 attack6 attack7 attack8
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9 painb10
$frame painb11 painb12 painb13 painb14 painb15 painb16
$frame run1 run2 run3 run4 run5 run6 run7 run8 run9 run10 run11 run12
$frame leap1 leap2 leap3 leap4 leap5 leap6 leap7 leap8 leap9
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
/*
================
dog_bite
================
*/
void() dog_bite = {
vector delta;
float ldmg;
if(!self.enemy) {
return;
}
ai_charge(10);
if(!CanDamage(self.enemy, self)) {
return;
}
delta = self.enemy.origin - self.origin;
if(vlen(delta) > 100) {
return;
}
ldmg = (random() + random() + random()) * 8;
T_Damage(self.enemy, self, self, ldmg);
};
void() Dog_JumpTouch = {
float ldmg;
if(self.health <= 0) {
return;
}
if(other.takedamage) {
if(vlen(self.velocity) > 300) {
ldmg = 10 + 10 * random();
T_Damage(other, self, self, ldmg);
}
}
if(!checkbottom(self)) {
if(self.flags & FL_ONGROUND) {
// jump randomly to not get hung up
//dprint("popjump\n");
self.touch = SUB_Null;
self.think = dog_leap1;
self.nextthink = time + 0.1;
// self.velocity_x = (random() - 0.5) * 600;
// self.velocity_y = (random() - 0.5) * 600;
// self.velocity_z = 200;
// self.flags = self.flags - FL_ONGROUND;
}
return; // not on ground yet
}
self.touch = SUB_Null;
self.think = dog_run1;
self.nextthink = time + 0.1;
};
void() dog_stand1 = [ $stand1, dog_stand2 ] {ai_stand();};
void() dog_stand2 = [ $stand2, dog_stand3 ] {ai_stand();};
void() dog_stand3 = [ $stand3, dog_stand4 ] {ai_stand();};
void() dog_stand4 = [ $stand4, dog_stand5 ] {ai_stand();};
void() dog_stand5 = [ $stand5, dog_stand6 ] {ai_stand();};
void() dog_stand6 = [ $stand6, dog_stand7 ] {ai_stand();};
void() dog_stand7 = [ $stand7, dog_stand8 ] {ai_stand();};
void() dog_stand8 = [ $stand8, dog_stand9 ] {ai_stand();};
void() dog_stand9 = [ $stand9, dog_stand1 ] {ai_stand();};
void() dog_walk1 = [ $walk1, dog_walk2 ] {
if(random() < 0.2) {
sound(self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
}
ai_walk(8);
};
void() dog_walk2 = [ $walk2, dog_walk3 ] {ai_walk(8);};
void() dog_walk3 = [ $walk3, dog_walk4 ] {ai_walk(8);};
void() dog_walk4 = [ $walk4, dog_walk5 ] {ai_walk(8);};
void() dog_walk5 = [ $walk5, dog_walk6 ] {ai_walk(8);};
void() dog_walk6 = [ $walk6, dog_walk7 ] {ai_walk(8);};
void() dog_walk7 = [ $walk7, dog_walk8 ] {ai_walk(8);};
void() dog_walk8 = [ $walk8, dog_walk1 ] {ai_walk(8);};
void() dog_run1 = [ $run1, dog_run2 ] {
if(random() < 0.2) {
sound(self, CHAN_VOICE, "dog/idle.wav", 1, ATTN_IDLE);
}
ai_run(16);
};
void() dog_run2 = [ $run2, dog_run3 ] {ai_run(32);};
void() dog_run3 = [ $run3, dog_run4 ] {ai_run(32);};
void() dog_run4 = [ $run4, dog_run5 ] {ai_run(20);};
void() dog_run5 = [ $run5, dog_run6 ] {ai_run(64);};
void() dog_run6 = [ $run6, dog_run7 ] {ai_run(32);};
void() dog_run7 = [ $run7, dog_run8 ] {ai_run(16);};
void() dog_run8 = [ $run8, dog_run9 ] {ai_run(32);};
void() dog_run9 = [ $run9, dog_run10 ] {ai_run(32);};
void() dog_run10 = [ $run10, dog_run11 ] {ai_run(20);};
void() dog_run11 = [ $run11, dog_run12 ] {ai_run(64);};
void() dog_run12 = [ $run12, dog_run1 ] {ai_run(32);};
void() dog_atta1 = [ $attack1, dog_atta2 ] {ai_charge(10);};
void() dog_atta2 = [ $attack2, dog_atta3 ] {ai_charge(10);};
void() dog_atta3 = [ $attack3, dog_atta4 ] {ai_charge(10);};
void() dog_atta4 = [ $attack4, dog_atta5 ] {
sound(self, CHAN_VOICE, "dog/dattack1.wav", 1, ATTN_NORM);
dog_bite();
};
void() dog_atta5 = [ $attack5, dog_atta6 ] {ai_charge(10);};
void() dog_atta6 = [ $attack6, dog_atta7 ] {ai_charge(10);};
void() dog_atta7 = [ $attack7, dog_atta8 ] {ai_charge(10);};
void() dog_atta8 = [ $attack8, dog_run1 ] {ai_charge(10);};
void() dog_leap1 = [ $leap1, dog_leap2 ] {ai_face();};
void() dog_leap2 = [ $leap2, dog_leap3 ] {
ai_face();
self.touch = Dog_JumpTouch;
makevectors(self.angles);
self.origin_z = self.origin_z + 1;
self.velocity = v_forward * 300 + '0 0 200';
if(self.flags & FL_ONGROUND) {
self.flags = self.flags - FL_ONGROUND;
}
};
void() dog_leap3 = [ $leap3, dog_leap4 ] {};
void() dog_leap4 = [ $leap4, dog_leap5 ] {};
void() dog_leap5 = [ $leap5, dog_leap6 ] {};
void() dog_leap6 = [ $leap6, dog_leap7 ] {};
void() dog_leap7 = [ $leap7, dog_leap8 ] {};
void() dog_leap8 = [ $leap8, dog_leap9 ] {};
void() dog_leap9 = [ $leap9, dog_leap9 ] {};
void() dog_pain1 = [ $pain1, dog_pain2 ] {};
void() dog_pain2 = [ $pain2, dog_pain3 ] {};
void() dog_pain3 = [ $pain3, dog_pain4 ] {};
void() dog_pain4 = [ $pain4, dog_pain5 ] {};
void() dog_pain5 = [ $pain5, dog_pain6 ] {};
void() dog_pain6 = [ $pain6, dog_run1 ] {};
void() dog_painb1 = [ $painb1, dog_painb2 ] {};
void() dog_painb2 = [ $painb2, dog_painb3 ] {};
void() dog_painb3 = [ $painb3, dog_painb4 ] {ai_pain(4);};
void() dog_painb4 = [ $painb4, dog_painb5 ] {ai_pain(12);};
void() dog_painb5 = [ $painb5, dog_painb6 ] {ai_pain(12);};
void() dog_painb6 = [ $painb6, dog_painb7 ] {ai_pain(2);};
void() dog_painb7 = [ $painb7, dog_painb8 ] {};
void() dog_painb8 = [ $painb8, dog_painb9 ] {ai_pain(4);};
void() dog_painb9 = [ $painb9, dog_painb10 ] {};
void() dog_painb10 = [ $painb10, dog_painb11 ] {ai_pain(10);};
void() dog_painb11 = [ $painb11, dog_painb12 ] {};
void() dog_painb12 = [ $painb12, dog_painb13 ] {};
void() dog_painb13 = [ $painb13, dog_painb14 ] {};
void() dog_painb14 = [ $painb14, dog_painb15 ] {};
void() dog_painb15 = [ $painb15, dog_painb16 ] {};
void() dog_painb16 = [ $painb16, dog_run1 ] {};
void(entity attacker, float damage) dog_pain = {
sound(self, CHAN_VOICE, "dog/dpain1.wav", 1, ATTN_NORM);
if(random() > 0.5) {
dog_pain1();
} else {
dog_painb1();
}
};
void() dog_die1 = [ $death1, dog_die2 ] {};
void() dog_die2 = [ $death2, dog_die3 ] {};
void() dog_die3 = [ $death3, dog_die4 ] {};
void() dog_die4 = [ $death4, dog_die5 ] {};
void() dog_die5 = [ $death5, dog_die6 ] {};
void() dog_die6 = [ $death6, dog_die7 ] {};
void() dog_die7 = [ $death7, dog_die8 ] {};
void() dog_die8 = [ $death8, dog_die9 ] {};
void() dog_die9 = [ $death9, dog_die9 ] {};
void() dog_dieb1 = [ $deathb1, dog_dieb2 ] {};
void() dog_dieb2 = [ $deathb2, dog_dieb3 ] {};
void() dog_dieb3 = [ $deathb3, dog_dieb4 ] {};
void() dog_dieb4 = [ $deathb4, dog_dieb5 ] {};
void() dog_dieb5 = [ $deathb5, dog_dieb6 ] {};
void() dog_dieb6 = [ $deathb6, dog_dieb7 ] {};
void() dog_dieb7 = [ $deathb7, dog_dieb8 ] {};
void() dog_dieb8 = [ $deathb8, dog_dieb9 ] {};
void() dog_dieb9 = [ $deathb9, dog_dieb9 ] {};
void() dog_die = {
// check for gib
if(self.health < -35) {
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowGib("progs/gib3.mdl", self.health);
ThrowGib("progs/gib3.mdl", self.health);
ThrowGib("progs/gib3.mdl", self.health);
ThrowHead("progs/h_dog.mdl", self.health);
return;
}
// regular death
sound(self, CHAN_VOICE, "dog/ddeath.wav", 1, ATTN_NORM);
self.solid = SOLID_NOT;
if(random() > 0.5) {
dog_die1();
} else {
dog_dieb1();
}
};
//============================================================================
/*
==============
CheckDogMelee
Returns TRUE if a melee attack would hit right now
==============
*/
float() CheckDogMelee = {
if(enemy_range == RANGE_MELEE) {
// FIXME: check canreach
self.attack_state = AS_MELEE;
return TRUE;
}
return FALSE;
};
/*
==============
CheckDogJump
==============
*/
float() CheckDogJump = {
vector dist;
float d;
if(self.origin_z + self.mins_z > self.enemy.origin_z + self.enemy.mins_z
+ 0.75 * self.enemy.size_z) {
return FALSE;
}
if(self.origin_z + self.maxs_z < self.enemy.origin_z + self.enemy.mins_z
+ 0.25 * self.enemy.size_z) {
return FALSE;
}
dist = self.enemy.origin - self.origin;
dist_z = 0;
d = vlen(dist);
if(d < 80) {
return FALSE;
}
if(d > 150) {
return FALSE;
}
return TRUE;
};
float() DogCheckAttack = {
vector vec;
// if close enough for slashing, go for it
if(CheckDogMelee()) {
self.attack_state = AS_MELEE;
return TRUE;
}
if(CheckDogJump()) {
self.attack_state = AS_MISSILE;
return TRUE;
}
return FALSE;
};
//===========================================================================
/*QUAKED monster_dog(1 0 0) (-32 -32 -24) (32 32 40) Ambush
*/
void() monster_dog = {
if(deathmatch) {
remove(self);
return;
}
precache_model("progs/h_dog.mdl");
precache_model("progs/dog.mdl");
precache_sound("dog/dattack1.wav");
precache_sound("dog/ddeath.wav");
precache_sound("dog/dpain1.wav");
precache_sound("dog/dsight.wav");
precache_sound("dog/idle.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel(self, "progs/dog.mdl");
setsize(self, '-32 -32 -24', '32 32 40');
self.health = 25;
self.th_stand = dog_stand1;
self.th_walk = dog_walk1;
self.th_run = dog_run1;
self.th_pain = dog_pain;
self.th_die = dog_die;
self.th_melee = dog_atta1;
self.th_missile = dog_leap1;
walkmonster_start();
};