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quakemapping/mod_ad/my_progs/mon_bosseidolon.qc
2019-12-30 22:24:44 +01:00

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/*==============================================================================
Eidolon Demon from Hexen2 / Altar of Storms MOD
==============================================================================*/
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8
$frame stand9 stand10 stand11 stand12 stand13 stand14 stand15
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8
$frame walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
$frame walk17 walk18 walk19 walk20 walk21 walk22 walk23 walk24
$frame spell1 spell2 spell3 spell4 spell5 spell6 spell7 spell8
$frame spell9 spell10 spell11 spell12 spell13 spell14 spell15 spell16
$frame spell17 spell18 spell19 spell20
$frame howl1 howl2 howl3 howl4 howl5 howl6 howl7 howl8
$frame howl9 howl10 howl11 howl12 howl13 howl14 howl15 howl16
$frame howl17 howl18 howl19 howl20 howl21 howl22 howl23 howl24
$frame howl25 howl26 howl27 howl28
$frame crouch1 crouch2 crouch3 crouch4 crouch5 crouch6 crouch7 crouch8
$frame crouch9 crouch10 crouch11 crouch12 crouch13 crouch14 crouch15 crouch16
$frame crouch17 crouch18 crouch19 crouch20 crouch21 crouch22 crouch23 crouch24
$frame crouch25 crouch26 crouch27 crouch28 crouch29 crouch30
$frame crWait1 crWait2 crWait3 crWait4 crWait5 crWait6 crWait7 crWait8
$frame crWait9 crWait10 crWait11 crWait12 crWait13 crWait14 crWait15
$frame grow1 grow2 grow3 grow4 grow5 grow6 grow7 grow8
$frame grow9 grow10 grow11 grow12 grow13 grow14 grow15 grow16
$frame grow17 grow18 grow19 grow20 grow21 grow22 grow23 grow24
$frame breath1 breath2 breath3 breath4 breath5 breath6 breath7 breath8
$frame breath9 breath10 breath11 breath12 breath13 breath14 breath15 breath16
$frame breath17 breath18 breath19 breath20 breath21 breath22 breath23 breath24
$frame breath25 breath26 breath27 breath28 breath29 breath30 breath31 breath32
$frame breath33 breath34 breath35 breath36 breath37 breath38 breath39 breath40
$frame breath41 breath42 breath43
$frame power1 power2 power3 power4 power5 power6 power7 power8
$frame power9 power10 power11 power12 power13 power14 power15 power16
$frame power17 power18 power19 power20
$frame painA1 painA2 painA3 painA4 painA5 painA6 painA7 painA8 painA9
$frame painB1 painB2 painB3 painB4 painB5 painB6 painB7 painB8
$frame painB9 painB10 painB11 painB12 painB13 painB14 painB15 painB16
$frame painB17 painB18 painB19 painB20
float EIDOLON_PHASE1 = 1; // Trapped in cage
float EIDOLON_PHASE2 = 2; // Fighting
//======================================================================
// Global functions
//======================================================================
// Work out angle difference between player and boss
//----------------------------------------------------------------------
float(vector targorg, float angdiff) eidolon_angcheck =
{
self.ideal_yaw = vectoyaw(targorg - self.origin);
if ((self.ideal_yaw - angdiff) > self.angles_y) return TRUE;
else if ((self.ideal_yaw + angdiff)<self.angles_y) return TRUE;
else return FALSE;
};
//----------------------------------------------------------------------
// Need own find player function because of arena size
// Also setup all parameters ready to start combat quicker
//----------------------------------------------------------------------
float() eidolon_FindTarget =
{
local entity client;
// Get the obvious exception(s) done first
if (self.health < 1) return FALSE;
if (intermission_running) return FALSE;
// Find a client in current PVS
client = checkclient ();
// Go through all the exception(s)
if (!client) return FALSE;
if (!(client.flags & FL_CLIENT)) return FALSE;
if (client.flags & FL_NOTARGET) return FALSE;
if (client.items & IT_INVISIBILITY) return FALSE;
// Check range and visibility of player
enemy_vis = visible(client);
if (!enemy_vis) return FALSE;
if (!infront(client)) return FALSE;
// Finally found something
self.enemy = client;
self.oldorigin = self.origin; // Save origin
self.goalentity = self.enemy; // Focus on enemy
// Setup turning angle towards new enemy
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
// Stage 1 is trapped, boss cannot attack or run
if (self.style == EIDOLON_PHASE1) return FALSE;
// Move straight into run+attack
self.nextthink = time + 0.1;
self.think = self.th_run; // Start running
SUB_AttackFinished (1); // wait a while before first attack
// We have a winner!
return TRUE;
};
//----------------------------------------------------------------------
// Setup wave HP and trigger boundaries
//----------------------------------------------------------------------
void() eidolon_WaveSetupHP =
{
// Is there anymore boss waves left?
if (self.bosswave >= self.bosswavetotal) {
// Only one wave left (death is final trigger)
self.health = self.bosswaveqty;
self.bosswavetrig = -1000;
}
else {
// Multiple waves are still left (reset hp+trigger)
// Always reset HP to stop high DPS weapons trashing waves boundaries
self.health = ((self.bosswavetotal - self.bosswave) + 1) * self.bosswaveqty;
// The wave trigger is always one wave lower
self.bosswavetrig = self.health - self.bosswaveqty;
}
// Debug messages for wave and health
dprint("\b[BOSS]\b Wave ("); dprint(ftos(self.bosswave));
dprint(" / "); dprint(ftos(self.bosswavetotal));
dprint(") HP ("); dprint(ftos(self.health));
dprint(") Trig ("); dprint(ftos(self.bosswavetrig));
dprint(")\n");
};
//----------------------------------------------------------------------
// Check if HP reached next wave, walk to center and fire targets
//----------------------------------------------------------------------
float() eidolon_WaveCheck =
{
// Check for boss wave boundary event
if (self.health > 1 && self.health < self.bosswavetrig) {
// Check for wave boundary triggers
self.noise = "";
if (self.bosswave == 1) self.noise = self.noise1;
else if(self.bosswave == 2) self.noise = self.noise2;
else if(self.bosswave == 3) self.noise = self.noise3;
else if(self.bosswave == 4) self.noise = self.noise4;
// Is there any trigger for the wave boundary?
if (self.noise != "") {
self.attachment2 = find(world, targetname, self.noise);
if (self.attachment2.classtype == CT_MONEIDOLONWAVE) {
// Spawn any adds to keep player busy
if (self.attachment2.target != "")
trigger_strs(self.attachment2.target, self);
// Turn around and fire at crystal
self.th_jump();
}
}
// Update Boss wave parameters (next wave!)
self.bosswave = self.bosswave + 1;
eidolon_WaveSetupHP(); // Reset trigger/hp
return TRUE;
}
return FALSE;
};
//----------------------------------------------------------------------
// Eidolon game play logic
//----------------------------------------------------------------------
void() EidolonCheckAttack =
{
// Check for boss wave trigger events
if (eidolon_WaveCheck() == TRUE) return;
//----------------------------------------------------------------------
// Check the tether system
//----------------------------------------------------------------------
self.t_length = vlen(self.origin - self.movelast.origin);
self.t_width = vlen(self.enemy.origin - self.movelast.origin);
// Is the boss at maximum range?
if (self.t_length > MONAI_MAXEIDO) {
// Can the boss see the player?
if (enemy_vis) self.attack_state = AS_MELEE;
else {
// At max range + cannot see player, exit combat
self.enemytarget = self.enemy;
self.enemy = world;
self.goalentity = self.movetarget = self.movelast;
self.attack_state = AS_STRAIGHT;
self.think = self.th_walk;
}
return;
}
//----------------------------------------------------------------------
// Check Melee range and constantly fire
//----------------------------------------------------------------------
if (self.enemydist < MONAI_CLOSEEIDO) {
self.attack_state = AS_MELEE;
return;
}
//----------------------------------------------------------------------
// Range attacks (Boulder + Rock Storm)
//----------------------------------------------------------------------
// Only range attack if cooldown has finished
if (time > self.attack_finished) {
// Intense rock storm attack
if (self.enemydist < MONAI_MEDIUMEIDO && random() < 0.75) {
// Skill 0=3s, 1=2.25s, 2=1.5s, 3=0.75s
self.attack_speed = (4 - skill) * 0.75;
self.attack_finished = time + self.attack_speed + random();
self.attack_state = AS_MELEE;
return;
}
// Large boulder attack
else {
// Skill 0=4s, 1=3s, 2=2s, 3=1s
self.attack_speed = (4 - skill) * 1;
self.attack_finished = time + self.attack_speed + random();
self.attack_state = AS_MISSILE;
return;
}
}
};
//======================================================================
// MONSTER STATES (stand, walk run, attack, pain and death!
//======================================================================
void() eidolon_idle =
{
// Do nothing if dead
if (self.health < 1) return;
if (self.walkframe == 1) monster_idle_sound();
self.nextthink = time + 0.05;
// Keep moving the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 14) self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
// Keep looking for a player
eidolon_FindTarget ();
if (self.style == EIDOLON_PHASE1) {
// Slow animation speed, trapped inside cage
self.nextthink = time + 0.1;
// Found a player, now track them around the room
if (self.enemy.flags & FL_CLIENT) {
if (eidolon_angcheck(self.enemy.origin, 60))
self.think = self.th_walk;
}
}
};
//----------------------------------------------------------------------
void() eidolon_stand1 = [ $stand1, eidolon_idle ] {self.walkframe = 0;};
//======================================================================
// There is only one set of animations for walk and run and
// the only different is the final AI state (walk/run)
// This is a hexen2 model so it should run at 20fps not 10fps
//----------------------------------------------------------------------
float EIDOLON_WALK = 2;
float EIDOLON_RUN = 4;
//----------------------------------------------------------------------
void(float fstate) eidolon_move =
{
// Do nothing if dead
if (self.health < 1) return;
self.nextthink = time + 0.05;
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 23) self.walkframe = 0;
self.frame = $walk1 + self.walkframe;
// Check for any special frame events
if (self.frame == $walk1) monster_idle_sound();
if (self.frame == $walk2 || self.frame == $walk14)
monster_footstep(FALSE);
// Phase 1 (caged) uses walk to turn around
if (self.style == EIDOLON_PHASE1) {
// Wrong angle difference? keep turning
if (eidolon_angcheck(self.enemy.origin, 10)) ChangeYaw();
else {
// Close the beginning or the end of the animation?
if (self.walkframe < 4 || self.walkframe > 20)
self.think = self.th_stand;
}
}
// Phase 2 (free) walking back to center
else if (self.style == EIDOLON_PHASE2 && fstate == EIDOLON_WALK) {
// Check for player
if (eidolon_FindTarget ()) return;
// Calculate distance to origin location (notouch function)
self.enemydist = vlen(self.movelast.origin - self.origin);
// Reached origin point yet?
if (self.enemydist < MONAI_SPAWNEIDO) {
// Still remember the old player?
if (self.enemytarget.flags & FL_CLIENT) {
self.enemy = self.enemytarget;
self.enemytarget = world;
}
// Keep turning towards old player
if (eidolon_angcheck(self.enemy.origin, 10)) ChangeYaw();
else self.think = self.th_stand;
}
// Still not reached center
else movetogoal(6);
}
// Time to walk or run?
else if (fstate == EIDOLON_RUN && self.enemy) ai_run(6);
};
//----------------------------------------------------------------------
void() eidolon_walk1 = [ $walk1, eidolon_walk1 ] {eidolon_move(EIDOLON_WALK);};
void() eidolon_run1 = [ $walk1, eidolon_run1 ] {eidolon_move(EIDOLON_RUN);};
//============================================================================
// Attachment management (create, finish and delete)
//============================================================================
void() eidolon_create_attachment =
{
// Are the attachments setup yet?
if (!self.attachment) {
self.attachment = spawn();
self.attachment.owner = self;
self.attachment.classtype = CT_ATTACHMENT;
self.attachment.mdl = MODEL_PROJ_EIDO1;
}
};
//----------------------------------------------------------------------
void() eidolon_setup_attachment =
{
// Is monster dead or dying?
if (self.health < 1) return;
// Check if attachment has been setup yet
if (!self.attachment) eidolon_create_attachment();
// Move attachment into place ready for use
self.attachment.movetype = MOVETYPE_NONE;
self.attachment.solid = SOLID_NOT;
setmodel(self.attachment, MODEL_EMPTY);
setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN);
setorigin(self.attachment, self.origin);
// Using empty model, so reset angle, frame and skin.
self.attachment.angles = self.angles;
self.attachment.frame = self.attachment.skin = 0;
};
//----------------------------------------------------------------------
void() eidolon_finish_attachment =
{
if (self.attachment) {
setmodel(self.attachment, "");
self.attachment.state = STATE_OFF;
}
};
//----------------------------------------------------------------------
void() eidolon_remove_attachment =
{
if (self.attachment) {
self.attachment.think = SUB_Remove;
self.attachment.nextthink = time + 0.1;
}
}
//======================================================================
// ATTACK A - Fire large explosive rock (grenade)
// Animation - Spell, put right hand up and infront
//======================================================================
void(vector rockofs) Fire_attackA =
{
local float foffset, offset, shotcount;
local vector org, sorg, dir, offang, avel;
// Finished with growing rock
eidolon_finish_attachment();
if (!self.enemy) return;
if (self.health < 1) return;
makevectors(self.angles);
org = self.origin + attack_vector(rockofs);
self.effects = self.effects | EF_MUZZLEFLASH;
// create an arc of rockets fanning outwards from source
foffset = 8;
offset = -foffset; shotcount = 3;
while (shotcount > 0) {
// based angle of projectiles on straight line between source and target
offang = vectoangles ((self.enemy.origin-'0 0 24') - org);
offang_y = offang_y + offset;
makevectors (offang);
// Randomly spawn projectiles around central point
sorg = org + v_up * (5 + random() * 10);
// Straight line velocity from source to target
dir = normalize (v_forward);
dir_z = 0 - dir_z + (random() - 0.5)*0.1; // Slight wiggle up/down
avel = vecrand(100,200,FALSE);
// Variable speed based on skill level with extra random spice
self.attack_speed = SPEED_EIDOROCK + (skill * SPEED_EIDOSKILL) + random()*10;
Launch_Missile (sorg, dir, avel, CT_PROJ_EIDO1, self.attack_speed );
offset = offset + foffset;
shotcount = shotcount - 1;
}
};
//----------------------------------------------------------------------
void(vector rockofs, float rockframe) Setup_attackA =
{
local vector org;
// Check if attachment has been setup yet
if (!self.attachment) eidolon_create_attachment();
// Frame 0 is start of the sequence (move everything into place)
if (rockframe == 0) {
self.attachment.state = STATE_ON;
self.attachment.movetype = MOVETYPE_NONE;
self.attachment.solid = SOLID_NOT;
setmodel(self.attachment, self.attachment.mdl);
setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN);
// Start throwing rock sound
sound (self, CHAN_WEAPON, "eidolon/attacka.wav", 1, ATTN_NORM);
}
// Turn towards enemy and update model attachment
// The offset is based on the Eidolon facing forward
makevectors(self.angles);
org = self.origin + attack_vector(rockofs);
setorigin(self.attachment, org);
self.attachment.angles = self.angles;
self.attachment.angles_x = random()*360;
self.attachment.frame = rockframe;
// Random explosion like particles from ball as it grows
particle_explode(self.attachment.origin, 10+random()*10, 0.5+random(), PARTICLE_BURST_WHITE, 0);
};
//----------------------------------------------------------------------
void() eidolon_attackA2 = {
// Do nothing if dead
if (self.health < 0) return;
self.nextthink = time + 0.05;
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 19) self.think = self.th_run;
self.frame = $spell1 + self.walkframe;
// Keep turning towards the player
if (self.frame < $spell14) ai_face();
// Check the state of the projectile (grow/fire)
if (self.frame == $spell3) eidolon_setup_attachment();
else if (self.frame == $spell4) Setup_attackA('60 18 64',0);
else if (self.frame == $spell5) Setup_attackA('62 18 68',1);
else if (self.frame == $spell6) Setup_attackA('64 18 72',2);
else if (self.frame == $spell7) Setup_attackA('68 18 78',3);
else if (self.frame == $spell8) Setup_attackA('72 18 86',4);
else if (self.frame == $spell9) Setup_attackA('74 18 96',5);
else if (self.frame == $spell10) Setup_attackA('70 18 104',6);
else if (self.frame == $spell11) Setup_attackA('72 18 112',7);
else if (self.frame == $spell12) Setup_attackA('73 18 112',7);
else if (self.frame == $spell13) Fire_attackA('73 18 112');
};
//----------------------------------------------------------------------
void() eidolon_attackA1 = [ $spell1, eidolon_attackA2 ] {ai_face();
self.pain_finished = time + 1.5;
self.walkframe = 0;
};
//======================================================================
// ATTACK B - Drops rocks randomly from above player
// Animation - Howl, raise arms up and then pull down
//======================================================================
void() eidolon_attackB1 =
{
};
//======================================================================
// ATTACK C - Projectile vomit rocks and dust at the player
// Animation - breathe, swings arms back and push head forward
//======================================================================
void(vector rockofs) Fire_attackC =
{
local vector org, dir, avel;
if (!self.enemy) return;
if (self.health < 1) return;
makevectors(self.angles);
// Spawn a mist of particles where projectiles came from
org = self.origin + attack_vector(rockofs) + v_right*(crandom()*8) + v_up*(crandom()*16);
dir = normalize(self.enemy.origin - org);
particle_explode(org, 5 + rint(random()*5), 2, PARTICLE_BURST_WHITE, PARTICLE_BURST_UPWARD);
self.effects = self.effects | EF_MUZZLEFLASH;
self.attack_speed = SPEED_EIDOSPIKE + (skill * SPEED_EIDOSKILLSP);
launch_projectile (org, dir, CT_PROJ_GROCK, self.attack_speed);
};
//----------------------------------------------------------------------
void() eidolon_attackC2 = {
// Do nothing if dead
if (self.health < 0) return;
self.nextthink = time + 0.05;
// Keep turning towards the player
ai_face();
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 43) self.think = self.th_run;
self.frame = $breath1 + self.walkframe;
// Start demon roar and then rocks!?!
if (self.frame == $breath4)
sound (self, CHAN_WEAPON, "eidolon/attackc.wav", 1, ATTN_NORM);
// Rock breath!?!
if (self.frame > $breath17 && self.frame < $breath35)
Fire_attackC('56 0 44');
};
//----------------------------------------------------------------------
void() eidolon_attackC1 = [ $breath1, eidolon_attackC2 ] {ai_face();
self.pain_finished = time + 2;
self.walkframe = 0;
};
//======================================================================
// ATTACK D - Throw a bunch of rocks upward towards the player
// Animation - death/grow, crouch down and swing arms upward
//======================================================================
void() eidolon_attackD1 =
{
};
//======================================================================
// ATTACK E - Summon monsters from blocks of stone
// Animation - power, lean head back, put hands up right infront
//======================================================================
void(vector rockofs, float rockframe) Setup_attackE =
{
local vector org;
// Check if attachment has been setup yet
if (!self.attachment) eidolon_create_attachment();
// Frame 0 is start of the sequence (move everything into place)
if (rockframe == 0) {
self.attachment.state = STATE_ON;
self.attachment.movetype = MOVETYPE_NONE;
self.attachment.solid = SOLID_NOT;
setorigin(self.attachment, self.origin);
setmodel(self.attachment, self.attachment.mdl);
setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN);
self.attachment.skin = 1;
// Start long growl
sound (self, CHAN_VOICE, "eidolon/attacke.wav", 1, ATTN_NORM);
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
}
if (rockframe == 7) {
// Goodbye little rock!
eidolon_finish_attachment();
// Wakeup crystal and golems
if (self.attachment2.target2 != "")
trigger_strs(self.attachment2.target2, self);
}
else {
// Turn towards enemy and update model attachment
// The offset is based on the Eidolon facing forward
makevectors(self.angles);
org = self.origin + attack_vector(rockofs);
setorigin(self.attachment, org);
self.attachment.angles = self.angles;
self.attachment.angles_x = random()*360;
self.attachment.frame = rockframe;
// Random explosion like particles from ball as it grows
particle_explode(self.attachment.origin, 10+random()*10, 0.5+random(), PARTICLE_BURST_BLUE, 0);
// Generate the lightning effect
self.effects = self.effects | EF_MUZZLEFLASH;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, self.attachment.origin_x);
WriteCoord (MSG_BROADCAST, self.attachment.origin_y);
WriteCoord (MSG_BROADCAST, self.attachment.origin_z);
WriteCoord (MSG_BROADCAST, self.attachment2.origin_x);
WriteCoord (MSG_BROADCAST, self.attachment2.origin_y);
WriteCoord (MSG_BROADCAST, self.attachment2.origin_z);
}
};
//----------------------------------------------------------------------
void() eidolon_attackE_firing = {
self.nextthink = time + 0.1;
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
// is the lightning spell finished?
if (self.walkframe > 19) {
self.think = self.th_run;
self.walkframe = 0;
Resist_ChangeType(self, FALSE);
self.takedamage = DAMAGE_YES;
self.goalentity = self.enemy;
}
self.frame = $power1 + self.walkframe;
// Check the state of the projectile (grow/fire)
if (self.frame == $power7) Setup_attackE('68 16 84',0);
else if (self.frame == $power8) Setup_attackE('72 16 92',1);
else if (self.frame == $power9) Setup_attackE('74 16 94',2);
else if (self.frame == $power10) Setup_attackE('76 16 98',3);
else if (self.frame == $power11) Setup_attackE('76 16 102',4);
else if (self.frame == $power12) Setup_attackE('78 16 104',5);
else if (self.frame == $power13) Setup_attackE('80 16 104',7);
}
//----------------------------------------------------------------------
void() eidolon_attackE2 = [ $power1, eidolon_attackE_firing ] {
self.walkframe = 0;
};
//----------------------------------------------------------------------
void() eidolon_attackE_turning = {
self.nextthink = time + 0.05;
// Turn towards the power crystal
if (eidolon_angcheck(self.attachment2.origin,5)) ChangeYaw();
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 23) {
self.think = eidolon_attackE2;
self.walkframe = 0;
}
self.frame = $walk1 + self.walkframe;
// Check for any special frame events
if (self.frame == $walk2 || self.frame == $walk14)
monster_footstep(FALSE);
// Move slowly closer to crystal or backward!
self.enemydist = range_distance(self.attachment2, FALSE);
if (self.enemydist > MONAI_CLOSEEIDO) movetogoal(6);
else walkmove (self.ideal_yaw - 180, 3);
};
//----------------------------------------------------------------------
void() eidolon_attackE1 = [ $walk1, eidolon_attackE_turning ] {
Resist_ChangeType(self, TRUE);
self.takedamage = DAMAGE_NO;
self.goalentity = self.attachment2;
self.yaw_speed = 6; // Turning slowly
self.walkframe = 0; // Reset animation counter
// Check angle difference betweem boss and crystal
// If within 5 degree's tolerance, skip turning
if (!eidolon_angcheck(self.attachment2.origin,5))
self.think = eidolon_attackE2;
};
//============================================================================
// PAIN and DEATH
//============================================================================
void() eidolon_painA2 =
{
// Do nothing if dead
if (self.health < 1) return;
self.nextthink = time + 0.1;
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 8) {
self.frame = $painA8;
self.think = eidolon_run1;
}
else self.frame = $painA1 + self.walkframe;
};
//----------------------------------------------------------------------
void() eidolon_painB2 =
{
// Do nothing if dead
if (self.health < 1) return;
self.nextthink = time + 0.05;
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 19) {
self.frame = $painB20;
self.think = eidolon_run1;
}
else self.frame = $painB1 + self.walkframe;
};
//----------------------------------------------------------------------
void() eidolon_painA1 = [ $painA1, eidolon_painA2 ] {self.walkframe = 0;};
void() eidolon_painB1 = [ $painB1, eidolon_painB2 ] {self.walkframe = 0;};
//----------------------------------------------------------------------
void(entity inflictor, entity attacker, float damage) eidolon_pain =
{
// Finish with all attachments
eidolon_finish_attachment();
// Check for boss wave trigger events
if (eidolon_WaveCheck() == TRUE) return;
// Check all pain conditions and set up what to do next
monster_pain_check(attacker, damage);
// Any pain animation/sound required?
if (self.pain_check > 0) {
sound (self, CHAN_VOICE, self.pain_sound, 1, ATTN_NORM);
if (self.pain_check == 1 || self.pain_check == 2) {
// Randomly pick which pain animation to play
if (random() < 0.7) eidolon_painA1 (); // Short recoil
else {
eidolon_painB1 (); // Long recoil
self.pain_finished = time + 2; // long animation
}
}
}
};
//============================================================================
// Oh no rocky has died!?!
//============================================================================
void() eidolon_explode =
{
// Check for any final trigger events
if (self.message2 != "") trigger_strs(self.message2,self);
// No more Boss!
entity_hide(self);
// Blue ID particle explosion
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
WriteByte (MSG_BROADCAST, 35);
WriteByte (MSG_BROADCAST, 8);
// Classic sprite/DP explosion
SpawnExplosion(EXPLODE_PLASMA_BIG, self.origin, "eidolon/explode_death.wav");
// Gib explosive fountain!?!
self.max_health = MON_GIBEXPLOSION;
ThrowGib(11, 10 + rint(random()*10)); // Small Golem rock
ThrowGib(12, 10 + rint(random()*10)); // Large Golem rock
ThrowGib(4, 5 + rint(random()*3)); // Some flesh bits
ThrowGib(5, 5 + rint(random()*3));
};
//----------------------------------------------------------------------
void() eidolon_die2 =
{
self.nextthink = time + 0.1;
if (self.frame == $crouch3) self.solid = SOLID_NOT;
// Keep moveing the animation frame forward
if (self.walkframe < 30) {
self.walkframe = self.walkframe + 1;
self.frame = $crouch1 + self.walkframe;
}
else {
// Make sure final frame is set
self.frame = $crouch30;
// Spawn implosion effect
if (random() < 0.5)
particle_implode(self.origin, 20+random()*20, 100, 100, PARTICLE_BURST_WHITE);
// Spawn particle smoke and explosive smoke
else {
SpawnProjectileSmoke(self.origin, 150, 100, 300);
particle_dust(self.origin, 10+random()*10, PARTICLE_BURST_WHITE);
}
// Check for any random lightning strikes outward
if (random() < 0.5) {
self.pos1 = self.origin - '0 0 16';
self.pos2 = vecrand(0,50,TRUE);
self.pos2_z = 25 + random()*25; // Always up!
self.pos3 = normalize(self.pos2);
traceline(self.pos1, self.pos1 + self.pos3 * 600, FALSE, self);
// Create lightning bolt
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
// Play some arching lightning sounds
if (random() < 0.5) {
if (random() < 0.5) sound (self, CHAN_BODY, "eidolon/elec_arch1.wav", 1, ATTN_NORM);
else sound (self, CHAN_BODY, "eidolon/elec_arch2.wav", 1, ATTN_NORM);
}
}
// Cycle through end phase
self.lip = self.lip + 1;
self.nextthink = time + 0.1; // Slow down to regular time
if (self.lip == 26) sound (self, CHAN_AUTO, "eidolon/implode_death.wav", 1, ATTN_NONE);
if (self.lip > 40) eidolon_explode();
}
};
//----------------------------------------------------------------------
void() eidolon_die1 = [ $crouch1, eidolon_die2 ] {
self.walkframe = self.lip = 0;
};
//----------------------------------------------------------------------
void() eidolon_die =
{
self.deadflag = DEAD_DEAD; // the rock finally crashed
self.effects = 0; // Remove effects on death
eidolon_finish_attachment(); // Remove any attachments
eidolon_remove_attachment();
sound (self, CHAN_VOICE, "eidolon/death.wav", 1, ATTN_NORM);
eidolon_die1 ();
};
//======================================================================
// Roar and break free from cage!
//======================================================================
void() eidolon_free2 =
{
// Do nothing if dead
if (self.health < 0) return;
self.nextthink = time + 0.1;
// Keep moveing the animation frame forward
self.walkframe = self.walkframe + 1;
if (self.walkframe > 27) {
self.yaw_speed = 20; // Average Speed
Resist_ChangeType(self, FALSE); // Default resistance
self.think = self.th_run; // Start running!
}
self.frame = $howl1 + self.walkframe;
};
//----------------------------------------------------------------------
void() eidolon_free1 = [ $howl1, eidolon_free2 ] {
self.takedamage = DAMAGE_YES; // Enable resistance effects
sound (self, CHAN_VOICE, self.sight_sound, 1, ATTN_NORM);
self.walkframe = 0;
};
//======================================================================
// Setup Eidolon after trigger event
//======================================================================
void() eidolon_wakeup =
{
self.use = SUB_Null; // No more triggers
self.style = EIDOLON_PHASE2; // Free to fight
// Restore all think functions
self.th_stand = eidolon_stand1;
self.th_walk = eidolon_walk1;
self.th_run = eidolon_run1;
self.th_melee = eidolon_attackC1;
self.th_missile = eidolon_attackA1;
self.th_jump = eidolon_attackE1;
self.th_pain = eidolon_pain;
self.th_die = eidolon_die;
self.pain_finished = time + 3; // Make pain go away
self.attack_finished = time + 2; // Reset attack system
// Time for Eidolon to break free!
self.think = eidolon_free1;
self.nextthink = time + 0.1;
};
//----------------------------------------------------------------------
void() eidolon_start =
{
self.use = SUB_Null; // Suppress trigger events
self.style = EIDOLON_PHASE1; // Trapped in cage
self.flags = FL_MONSTER; // Reset flag (no user settings)
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel(self, self.mdl); // Setup model
setsize (self, self.bbmins, self.bbmaxs); // Restore BB size
setorigin(self, self.origin);
self.yaw_speed = 6; // Really slow while in cage
self.velocity = '0 0 0'; // Make sure stationary
self.deadflag = DEAD_NO; // used to stop death re-triggering
self.liquidbase = self.liquidcheck = 0; // Used for liquid content damage
self.dmgcombined = self.dmgtimeframe = 0; // combined damage over 0.1s
self.pain_longanim = FALSE; // No axe advantage
self.takedamage = DAMAGE_NO; // Immune to damage
self.gibhealth = -1000; // Special death sequence
self.pain_finished = self.attack_finished = 0;
// Setup Ammo Resistance
self.resist_shells = self.resist_cells = 0;
self.resist_nails = self.resist_rockets = 0.75;
self.reflectnails = TRUE; // Reflect nail projectiles
//Resist_CheckRange(self); // Double check values
Resist_Save(self); // Save for Later
Resist_ChangeType(self,TRUE); // resist everything
// Setup boss waves and overall health
self.bosswave = 1;
self.bosswavetotal = 5;
self.bosswaveqty = 500;
self.max_health = self.bosswavetotal * self.bosswaveqty;
// Setup boss wave HP + trigger event
eidolon_WaveSetupHP();
// default = No think functions
self.th_checkattack = EidolonCheckAttack;
self.th_stand = self.th_walk = self.th_run = SUB_Null;
self.th_missile = self.th_die = SUB_Null;
self.th_pain = SUB_Null_pain;
// Check there is space for Eidolon to spawn
self.origin_z = self.origin_z + 1;
droptofloor();
if (!walkmove(0,0)) {
// this condition should be a map spawn event only
dprint ("\b[STUCK]\b "); dprint (self.classname);
dprint (" at "); dprint (vtos(self.origin));
dprint ("\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
remove(self);
}
// Tether point, save for later
self.movelast = spawn();
self.movelast.owner = self;
self.movelast.classtype = CT_MONEIDOLON;
self.movelast.movetype = MOVETYPE_NONE;
self.movelast.solid = SOLID_NOT;
self.movelast.origin = self.origin;
setsize (self.movelast, VEC_ORIGIN, VEC_ORIGIN);
// Make sure all death triggers are setup ready
self.message2 = self.target;
self.target = self.target2 = self.deathtarget = "";
// Can only stand around and walk on the spot
self.th_stand = eidolon_stand1;
self.th_walk = self.th_run = eidolon_walk1;
// Wait for trigger event to be free from cage
self.think = self.th_stand;
self.nextthink = time + 0.1;
self.use = eidolon_wakeup;
};
/*======================================================================
QUAKED monster_eidolon (1 0 0) (-32 -32 -24) (32 32 128)
======================================================================*/
void() monster_eidolon =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_bosseidolon.mdl";
precache_model (self.mdl);
precache_model (MODEL_PROJ_EIDO1);
precache_model (MODEL_PROJ_GROCK1);
precache_model (MODEL_PROJ_GROCK2);
self.gib1mdl = MODEL_PROJ_GROCK1; // small golem rock
self.gib2mdl = MODEL_PROJ_GROCK2; // medium golem rock
self.gib1frame = self.gib2frame = 9;
// sight/pain/death sounds
self.idle_sound = "eidolon/idle1.wav";
self.idle_sound2 = "eidolon/idle2.wav";
self.pain_sound = "eidolon/pain.wav";
self.sight_sound = "eidolon/sight.wav";
precache_sound (self.idle_sound);
precache_sound (self.idle_sound2);
precache_sound (self.pain_sound);
precache_sound (self.sight_sound);
// Final death sequence
precache_sound ("eidolon/death.wav");
precache_sound ("eidolon/explode_death.wav");
precache_sound ("eidolon/implode_death.wav");
precache_sound ("eidolon/elec_arch1.wav");
precache_sound ("eidolon/elec_arch2.wav");
// Attack A - Throw Boulder - range attack
precache_sound ("eidolon/attacka.wav");
precache_sound ("eidolon/rock_hit1.wav");
precache_sound ("eidolon/rock_hit2.wav");
// Attack C - Rockstorm - range attack
precache_sound ("eidolon/attackc.wav");
precache_sound (SOUND_IMP_ROCK1);
precache_sound (SOUND_IMP_ROCK2);
precache_sound (SOUND_IMP_ROCK3);
precache_sound (SOUND_IMP_ROCK4);
// Attack E - Lightning at summoning crystal - range attack
precache_sound ("eidolon/attacke.wav");
self.solid = SOLID_NOT; // No interaction with world
self.movetype = MOVETYPE_NONE; // Static item, no movement
self.bbmins = '-32 -32 -24'; // Special Size
self.bbmaxs = '32 32 128';
self.bboxtype = BBOX_CUSTOM;
self.bossflag = TRUE; // Boss flag (like FL_MONSTER)
self.poisonous = FALSE; // Cannot be poisonous
self.deathstring = " was pulverized by the Sculptor\n";
self.health = self.max_health = MEGADEATH;
self.pain_finished = time + LARGE_TIMER;
self.takedamage = DAMAGE_NO; // Immune to damage
self.gibbed = FALSE; // Still in one piece
self.pain_flinch = 200; // 1/2 Shambler level
self.pain_timeout = 2; // Stop constant pain
self.infightextra = 3; // Crazy damage, noinfighting
self.skin = 1; // New rocky skin
// Custom feet sounds
self.stepc1 = "eidolon/footstep1.wav";
self.stepc2 = "eidolon/footstep2.wav";
self.stepc3 = "eidolon/footstep3.wav";
self.stepc4 = "eidolon/footstep4.wav";
self.stepc5 = "eidolon/footstep1.wav";
precache_sound (self.stepc1);
precache_sound (self.stepc2);
precache_sound (self.stepc3);
precache_sound (self.stepc4);
precache_sound (self.stepc5);
self.steptype = FS_TYPECUSTOM;
self.classtype = CT_MONEIDOLON;
self.classgroup = CG_STONE;
self.classmove = MON_MOVEWALK;
self.style = 0;
// No targetname = no trigger!
if (self.targetname == "") {
dprint("\b[EIDO_BOSS]\b Missing trigger name!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
return;
}
total_monsters = total_monsters + 1;
self.use = eidolon_start;
};
/*======================================================================
/*QUAKED monster_eidolon_wavetrig (0.75 0.25 1) (-32 -32 -4) (32 32 4) x
Target for boss lightning wave event
-------- KEYS --------
targetname : name of wave event (links to noise key on boss)
target : trigger name of adds to spawn
target2 : trigger name of crystal event
noise : targetname of collision entity
-------- SPAWNFLAGS --------
-------- NOTES --------
Target for boss lightning wave event
======================================================================*/
void() monster_eidolon_wavetrig =
{
self.classtype = CT_MONEIDOLONWAVE;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NONE;
self.takedamage = DAMAGE_NO;
setsize (self, VEC_ORIGIN, VEC_ORIGIN);
};