/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* ============================================================================== WIZARD ============================================================================== */ $cd /raid/quake/id1/models/a_wizard $origin 0 0 24 $base wizbase $skin wizbase $frame hover1 hover2 hover3 hover4 hover5 hover6 hover7 hover8 $frame hover9 hover10 hover11 hover12 hover13 hover14 hover15 $frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8 fly9 fly10 $frame fly11 fly12 fly13 fly14 $frame magatt1 magatt2 magatt3 magatt4 magatt5 magatt6 magatt7 $frame magatt8 magatt9 magatt10 magatt11 magatt12 magatt13 $frame pain1 pain2 pain3 pain4 $frame death1 death2 death3 death4 death5 death6 death7 death8 /* ============================================================================== WIZARD If the player moves behind cover before the missile is launched, launch it at the last visible spot with no velocity leading, in hopes that the player will duck back out and catch it. ============================================================================== */ /* ============= LaunchMissile Sets the given entity's velocity and angles so that it will hit self.enemy if self.enemy maintains its current velocity 0.1 is moderately accurate, 0.0 is totally accurate ============= */ void LaunchMissile (entity missile, float mspeed, float accuracy) { vector vec, move; float fly; makevectors (self.angles); // set missile speed vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - missile.origin; // calc aproximate time for missile to reach vec fly = vlen (vec) / mspeed; // get the entities xy velocity move = self.enemy.velocity; move_z = 0; // project the target forward in time vec = vec + move * fly; vec = normalize(vec); vec = vec + accuracy*v_up*(random()- 0.5) + accuracy*v_right*(random()- 0.5); missile.velocity = vec * mspeed; missile.angles = VEC_ORIGIN; missile.angles_y = vectoyaw(missile.velocity); // set missile duration missile.nextthink = time + 5; missile.think = SUB_Remove; } void wiz_run1 (); void wiz_side1 (); /* ================= WizardCheckAttack ================= */ float WizardCheckAttack () { vector spot1, spot2; entity targ; float chance; if (time < self.attack_finished) return false; if (!enemy_vis) return false; if (enemy_range == RANGE_FAR) { if (self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1 (); } return false; } targ = self.enemy; // see if any entities are in the way of the shot spot1 = self.origin + self.view_ofs; spot2 = targ.origin + targ.view_ofs; traceline (spot1, spot2, false, self); if (trace_ent != targ) { // don't have a clear shot, so move to a side if (self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1 (); } return false; } if (enemy_range == RANGE_MELEE) chance = 0.9; else if (enemy_range == RANGE_NEAR) chance = 0.6; else if (enemy_range == RANGE_MID) chance = 0.2; else chance = 0; if (random () < chance) { self.attack_state = AS_MISSILE; return true; } if (enemy_range == RANGE_MID) { if (self.attack_state != AS_STRAIGHT) { self.attack_state = AS_STRAIGHT; wiz_run1 (); } } else { if (self.attack_state != AS_SLIDING) { self.attack_state = AS_SLIDING; wiz_side1 (); } } return false; } /* ================= WizardAttackFinished ================= */ void WizardAttackFinished () { if (enemy_range >= RANGE_MID || !enemy_vis) { self.attack_state = AS_STRAIGHT; self.think = wiz_run1; } else { self.attack_state = AS_SLIDING; self.think = wiz_side1; } } /* ============================================================================== FAST ATTACKS ============================================================================== */ void Wiz_FastFire () { vector vec; vector dst; entity oself; if (self.owner.health > 0) { oself = self; self = self.owner; muzzleflash(); self = oself; makevectors (self.enemy.angles); dst = self.enemy.origin - 13*self.movedir; vec = normalize(dst - self.origin); sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); launch_spike (self.origin, vec); newmis.velocity = vec*600; newmis.owner = self.owner; newmis.classname = "wizspike"; setmodel (newmis, "progs/w_spike.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); } remove (self); } void Wiz_StartFast () { entity missile; sound (self, CHAN_WEAPON, "wizard/wattack.wav", 1, ATTN_NORM); self.v_angle = self.angles; makevectors (self.angles); missile = spawn (); missile.owner = self; missile.nextthink = time + 0.6; setsize (missile, VEC_ORIGIN, VEC_ORIGIN); setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right*14); missile.enemy = self.enemy; missile.nextthink = time + 0.8; missile.think = Wiz_FastFire; missile.movedir = v_right; missile = spawn (); missile.owner = self; missile.nextthink = time + 1; setsize (missile, VEC_ORIGIN, VEC_ORIGIN); setorigin (missile, self.origin + '0 0 30' + v_forward*14 + v_right* -14); missile.enemy = self.enemy; missile.nextthink = time + 0.3; missile.think = Wiz_FastFire; missile.movedir = VEC_ORIGIN - v_right; } void Wiz_idlesound () { float wr; wr = random() * 5; if (self.waitmin < time) { self.waitmin = time + 2; if (wr > 4.5) sound (self, CHAN_VOICE, "wizard/widle1.wav", 1, ATTN_IDLE); if (wr < 1.5) sound (self, CHAN_VOICE, "wizard/widle2.wav", 1, ATTN_IDLE); } return; } void() wiz_stand1 =[ $hover1, wiz_stand2 ] {ai_stand();} void() wiz_stand2 =[ $hover2, wiz_stand3 ] {ai_stand();} void() wiz_stand3 =[ $hover3, wiz_stand4 ] {ai_stand();} void() wiz_stand4 =[ $hover4, wiz_stand5 ] {ai_stand();} void() wiz_stand5 =[ $hover5, wiz_stand6 ] {ai_stand();} void() wiz_stand6 =[ $hover6, wiz_stand7 ] {ai_stand();} void() wiz_stand7 =[ $hover7, wiz_stand8 ] {ai_stand();} void() wiz_stand8 =[ $hover8, wiz_stand1 ] {ai_stand();} void() wiz_walk1 =[ $hover1, wiz_walk2 ] {ai_walk(8); Wiz_idlesound();} void() wiz_walk2 =[ $hover2, wiz_walk3 ] {ai_walk(8);} void() wiz_walk3 =[ $hover3, wiz_walk4 ] {ai_walk(8);} void() wiz_walk4 =[ $hover4, wiz_walk5 ] {ai_walk(8);} void() wiz_walk5 =[ $hover5, wiz_walk6 ] {ai_walk(8);} void() wiz_walk6 =[ $hover6, wiz_walk7 ] {ai_walk(8);} void() wiz_walk7 =[ $hover7, wiz_walk8 ] {ai_walk(8);} void() wiz_walk8 =[ $hover8, wiz_walk1 ] {ai_walk(8);} void() wiz_side1 =[ $hover1, wiz_side2 ] {ai_run(8); Wiz_idlesound();} void() wiz_side2 =[ $hover2, wiz_side3 ] {ai_run(8);} void() wiz_side3 =[ $hover3, wiz_side4 ] {ai_run(8);} void() wiz_side4 =[ $hover4, wiz_side5 ] {ai_run(8);} void() wiz_side5 =[ $hover5, wiz_side6 ] {ai_run(8);} void() wiz_side6 =[ $hover6, wiz_side7 ] {ai_run(8);} void() wiz_side7 =[ $hover7, wiz_side8 ] {ai_run(8);} void() wiz_side8 =[ $hover8, wiz_side1 ] {ai_run(8);} void() wiz_run1 =[ $fly1, wiz_run2 ] {ai_run(16); Wiz_idlesound(); } void() wiz_run2 =[ $fly2, wiz_run3 ] {ai_run(16);} void() wiz_run3 =[ $fly3, wiz_run4 ] {ai_run(16);} void() wiz_run4 =[ $fly4, wiz_run5 ] {ai_run(16);} void() wiz_run5 =[ $fly5, wiz_run6 ] {ai_run(16);} void() wiz_run6 =[ $fly6, wiz_run7 ] {ai_run(16);} void() wiz_run7 =[ $fly7, wiz_run8 ] {ai_run(16);} void() wiz_run8 =[ $fly8, wiz_run9 ] {ai_run(16);} void() wiz_run9 =[ $fly9, wiz_run10 ] {ai_run(16);} void() wiz_run10 =[ $fly10, wiz_run11 ] {ai_run(16);} void() wiz_run11 =[ $fly11, wiz_run12 ] {ai_run(16);} void() wiz_run12 =[ $fly12, wiz_run13 ] {ai_run(16);} void() wiz_run13 =[ $fly13, wiz_run14 ] {ai_run(16);} void() wiz_run14 =[ $fly14, wiz_run1 ] {ai_run(16);} void() wiz_fast1 =[ $magatt1, wiz_fast2 ] {ai_face();Wiz_StartFast();} void() wiz_fast2 =[ $magatt2, wiz_fast3 ] {ai_face();} void() wiz_fast3 =[ $magatt3, wiz_fast4 ] {ai_face();} void() wiz_fast4 =[ $magatt4, wiz_fast5 ] {ai_face();} void() wiz_fast5 =[ $magatt5, wiz_fast6 ] {ai_face();} void() wiz_fast6 =[ $magatt6, wiz_fast7 ] {ai_face();} void() wiz_fast7 =[ $magatt5, wiz_fast8 ] {ai_face();} void() wiz_fast8 =[ $magatt4, wiz_fast9 ] {ai_face();} void() wiz_fast9 =[ $magatt3, wiz_fast10 ] {ai_face();} void() wiz_fast10 =[ $magatt2, wiz_run1 ] {ai_face();SUB_AttackFinished(2);WizardAttackFinished ();} void() wiz_pain1 =[ $pain1, wiz_pain2 ] {} void() wiz_pain2 =[ $pain2, wiz_pain3 ] {} void() wiz_pain3 =[ $pain3, wiz_pain4 ] {} void() wiz_pain4 =[ $pain4, wiz_run1 ] {} void() wiz_death1 =[ $death1, wiz_death2 ] { self.velocity_x = -200 + 400*random(); self.velocity_y = -200 + 400*random(); self.velocity_z = 100 + 100*random(); self.flags = self.flags - (self.flags & FL_ONGROUND); sound (self, CHAN_VOICE, "wizard/wdeath.wav", 1, ATTN_NORM); } void() wiz_death2 =[ $death2, wiz_death3 ] {} void() wiz_death3 =[ $death3, wiz_death4 ]{self.solid = SOLID_NOT;} void() wiz_death4 =[ $death4, wiz_death5 ] {} void() wiz_death5 =[ $death5, wiz_death6 ] {} void() wiz_death6 =[ $death6, wiz_death7 ] {} void() wiz_death7 =[ $death7, wiz_death8 ] {} void() wiz_death8 =[ $death8, wiz_death8 ] {} void wiz_die () { // check for gib if (self.health < -40) { sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM); ThrowHead ("progs/h_wizard.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); return; } wiz_death1 (); } void Wiz_Pain (entity attacker, float damage) { sound (self, CHAN_VOICE, "wizard/wpain.wav", 1, ATTN_NORM); if (random()*70 > damage) return; // didn't flinch wiz_pain1 (); } void Wiz_Missile () { wiz_fast1(); } /*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush */ void monster_wizard () { if (deathmatch) { remove(self); return; } precache_model ("progs/wizard.mdl"); precache_model ("progs/h_wizard.mdl"); precache_model ("progs/w_spike.mdl"); precache_sound ("wizard/hit.wav"); // used by c code precache_sound ("wizard/wattack.wav"); precache_sound ("wizard/wdeath.wav"); precache_sound ("wizard/widle1.wav"); precache_sound ("wizard/widle2.wav"); precache_sound ("wizard/wpain.wav"); precache_sound ("wizard/wsight.wav"); self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/wizard.mdl"); setsize (self, '-16 -16 -24', '16 16 40'); self.health = 80; self.th_stand = wiz_stand1; self.th_walk = wiz_walk1; self.th_run = wiz_run1; self.th_missile = Wiz_Missile; self.th_pain = Wiz_Pain; self.th_die = wiz_die; flymonster_start (); }