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quakemapping/mod_xj19/my_progs/mon_bossidchthon.qc
2020-01-01 23:35:17 +01:00

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/*==============================================================================
Chthon (ID software Version)
==============================================================================*/
$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
entity le1, le2;
float lightning_end;
//===========================================================================
void() idchthon_tracking =
{
// Find a player
if (!self.enemy) {
self.enemy = find(world, classname, "player");
if (!self.enemy) self.enemy = world;
}
// Check for any no combat conditions
if (self.enemy.flags & FL_NOTARGET) self.enemy = world;
else if (self.enemy.items & IT_INVISIBILITY) self.enemy = world;
else if (intermission_running > 0) self.enemy = world;
else if (self.enemy.health < 1) self.enemy = world;
if (self.enemy) self.th_missile();
};
//----------------------------------------------------------------------
void() idchthon_idle1 =[ $walk1, idchthon_idle2 ] {idchthon_tracking();};
void() idchthon_idle2 =[ $walk2, idchthon_idle3 ] {};
void() idchthon_idle3 =[ $walk3, idchthon_idle4 ] {};
void() idchthon_idle4 =[ $walk4, idchthon_idle5 ] {};
void() idchthon_idle5 =[ $walk5, idchthon_idle6 ] {};
void() idchthon_idle6 =[ $walk6, idchthon_idle7 ] {};
void() idchthon_idle7 =[ $walk7, idchthon_idle8 ] {};
void() idchthon_idle8 =[ $walk8, idchthon_idle9 ] {};
void() idchthon_idle9 =[ $walk9, idchthon_idle10 ] {};
void() idchthon_idle10 =[ $walk10, idchthon_idle11 ] {idchthon_tracking();};
void() idchthon_idle11 =[ $walk11, idchthon_idle12 ] {};
void() idchthon_idle12 =[ $walk12, idchthon_idle13 ] {};
void() idchthon_idle13 =[ $walk13, idchthon_idle14 ] {};
void() idchthon_idle14 =[ $walk14, idchthon_idle15 ] {};
void() idchthon_idle15 =[ $walk15, idchthon_idle16 ] {};
void() idchthon_idle16 =[ $walk16, idchthon_idle17 ] {};
void() idchthon_idle17 =[ $walk17, idchthon_idle18 ] {};
void() idchthon_idle18 =[ $walk18, idchthon_idle19 ] {};
void() idchthon_idle19 =[ $walk19, idchthon_idle20 ] {};
void() idchthon_idle20 =[ $walk20, idchthon_idle21 ] {};
void() idchthon_idle21 =[ $walk21, idchthon_idle22 ] {idchthon_tracking();};
void() idchthon_idle22 =[ $walk22, idchthon_idle23 ] {};
void() idchthon_idle23 =[ $walk23, idchthon_idle24 ] {};
void() idchthon_idle24 =[ $walk24, idchthon_idle25 ] {};
void() idchthon_idle25 =[ $walk25, idchthon_idle26 ] {};
void() idchthon_idle26 =[ $walk26, idchthon_idle27 ] {};
void() idchthon_idle27 =[ $walk27, idchthon_idle28 ] {};
void() idchthon_idle28 =[ $walk28, idchthon_idle29 ] {};
void() idchthon_idle29 =[ $walk29, idchthon_idle30 ] {};
void() idchthon_idle30 =[ $walk30, idchthon_idle31 ] {};
void() idchthon_idle31 =[ $walk31, idchthon_idle1 ] {idchthon_tracking();};
//===========================================================================
void(vector orgofs) idchthon_missile =
{
local vector offang, org, vec, dir, mdest, avel;
local float projlen;
// No enemy, player dead or intermission?
if (!self.enemy || self.enemy.health < 1 || intermission_running > 0) {
self.th_stand();
return;
}
sound (self, CHAN_WEAPON, "chthon/attack1.wav", 1, ATTN_NORM);
offang = vectoangles (self.enemy.origin - self.origin);
makevectors (offang);
org = self.origin + attack_vector(orgofs);
// Skill level adjustment (easy=250, normal=300, hard=350, nm=400)
self.attack_speed = SPEED_LAVABALL + (skill*SPEED_LAVASKILL);
// Lead the missile on hard mode (This formula is not perfect)
// There are plenty of missiles that go in strange directions,
// especially if the player strafes a lot from side to side.
if (skill > SKILL_NORMAL) {
projlen = vlen(self.enemy.origin - org) / self.attack_speed;
vec = self.enemy.velocity;
vec_z = 0;
mdest = self.enemy.origin + projlen * vec;
}
else mdest = self.enemy.origin;
dir = normalize (mdest - org);
avel = vecrand(100,200,FALSE);
Launch_Missile (org, dir, avel, CT_PROJ_LAVA, self.attack_speed);
};
//----------------------------------------------------------------------
void() idchthon_face =
{
// Find a player
if (!self.enemy) {
self.enemy = find(world, classname, "player");
if (!self.enemy) self.enemy = world;
}
// Check for any no combat conditions
if (self.enemy.flags & FL_NOTARGET) self.enemy = world;
else if (self.enemy.items & IT_INVISIBILITY) self.enemy = world;
else if (intermission_running > 0) self.enemy = world;
else if (self.enemy.health < 1) self.enemy = world;
if (self.enemy) ai_face();
};
//----------------------------------------------------------------------
void() idchthon_missile1 =[ $attack1, idchthon_missile2 ] {idchthon_face();};
void() idchthon_missile2 =[ $attack2, idchthon_missile3 ] {idchthon_face();};
void() idchthon_missile3 =[ $attack3, idchthon_missile4 ] {idchthon_face();};
void() idchthon_missile4 =[ $attack4, idchthon_missile5 ] {idchthon_face();};
void() idchthon_missile5 =[ $attack5, idchthon_missile6 ] {idchthon_face();};
void() idchthon_missile6 =[ $attack6, idchthon_missile7 ] {idchthon_face();};
void() idchthon_missile7 =[ $attack7, idchthon_missile8 ] {idchthon_face();};
void() idchthon_missile8 =[ $attack8, idchthon_missile9 ] {idchthon_face();};
void() idchthon_missile9 =[ $attack9, idchthon_missile10 ] {idchthon_missile('100 100 200');};
void() idchthon_missile10 =[ $attack10, idchthon_missile11 ] {idchthon_face();};
void() idchthon_missile11 =[ $attack11, idchthon_missile12 ] {idchthon_face();};
void() idchthon_missile12 =[ $attack12, idchthon_missile13 ] {idchthon_face();};
void() idchthon_missile13 =[ $attack13, idchthon_missile14 ] {idchthon_face();};
void() idchthon_missile14 =[ $attack14, idchthon_missile15 ] {idchthon_face();};
void() idchthon_missile15 =[ $attack15, idchthon_missile16 ] {idchthon_face();};
void() idchthon_missile16 =[ $attack16, idchthon_missile17 ] {idchthon_face();};
void() idchthon_missile17 =[ $attack17, idchthon_missile18 ] {idchthon_face();};
void() idchthon_missile18 =[ $attack18, idchthon_missile19 ] {idchthon_face();};
void() idchthon_missile19 =[ $attack19, idchthon_missile20 ] {idchthon_face();};
void() idchthon_missile20 =[ $attack20, idchthon_missile21 ] {idchthon_missile('100 -100 200');};
void() idchthon_missile21 =[ $attack21, idchthon_missile22 ] {idchthon_face();};
void() idchthon_missile22 =[ $attack22, idchthon_missile23 ] {idchthon_face();};
void() idchthon_missile23 =[ $attack23, idchthon_missile1 ] {idchthon_face();};
//----------------------------------------------------------------------
void() idchthon_rise1 =[ $rise1, idchthon_rise2 ] {};
void() idchthon_rise2 =[ $rise2, idchthon_rise3 ] {
sound (self, CHAN_VOICE, self.sight_sound, 1, ATTN_NORM);};
void() idchthon_rise3 =[ $rise3, idchthon_rise4 ] {};
void() idchthon_rise4 =[ $rise4, idchthon_rise5 ] {ai_face();};
void() idchthon_rise5 =[ $rise5, idchthon_rise6 ] {};
void() idchthon_rise6 =[ $rise6, idchthon_rise7 ] {ai_face();};
void() idchthon_rise7 =[ $rise7, idchthon_rise8 ] {};
void() idchthon_rise8 =[ $rise8, idchthon_rise9 ] {ai_face();};
void() idchthon_rise9 =[ $rise9, idchthon_rise10 ] {};
void() idchthon_rise10 =[ $rise10, idchthon_rise11 ] {ai_face();};
void() idchthon_rise11 =[ $rise11, idchthon_rise12 ] {};
void() idchthon_rise12 =[ $rise12, idchthon_rise13 ] {ai_face();};
void() idchthon_rise13 =[ $rise13, idchthon_rise14 ] {};
void() idchthon_rise14 =[ $rise14, idchthon_rise15 ] {ai_face();};
void() idchthon_rise15 =[ $rise15, idchthon_rise16 ] {};
void() idchthon_rise16 =[ $rise16, idchthon_rise17 ] {ai_face();};
void() idchthon_rise17 =[ $rise17, idchthon_missile1 ] {};
//----------------------------------------------------------------------
void() idchthon_awake =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_NO;
self.velocity = '0 0 0';
setmodel(self, self.mdl); // Setup model
setsize (self, self.bbmins, self.bbmaxs); // Restore BB size
if (skill == SKILL_EASY) self.health = 1;
else self.health = 3;
self.enemy = activator;
// DP particle spark and smoke effect to Chthon
// original idea by Seven, green version added later by me
if (ext_dppart) self.traileffectnum = particleeffectnum(self.dpp_name);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_WEAPON, "chthon/lavasplash.wav", 1, ATTN_NORM);
idchthon_rise1 ();
};
//===========================================================================
void() idchthon_shocka1 =[ $shocka1, idchthon_shocka2 ] {};
void() idchthon_shocka2 =[ $shocka2, idchthon_shocka3 ] {};
void() idchthon_shocka3 =[ $shocka3, idchthon_shocka4 ] {};
void() idchthon_shocka4 =[ $shocka4, idchthon_shocka5 ] {};
void() idchthon_shocka5 =[ $shocka5, idchthon_shocka6 ] {};
void() idchthon_shocka6 =[ $shocka6, idchthon_shocka7 ] {};
void() idchthon_shocka7 =[ $shocka7, idchthon_shocka8 ] {};
void() idchthon_shocka8 =[ $shocka8, idchthon_shocka9 ] {};
void() idchthon_shocka9 =[ $shocka9, idchthon_shocka10 ] {};
void() idchthon_shocka10 =[ $shocka10, idchthon_missile1 ] {};
//----------------------------------------------------------------------
void() idchthon_shockb1 =[ $shockb1, idchthon_shockb2 ] {};
void() idchthon_shockb2 =[ $shockb2, idchthon_shockb3 ] {};
void() idchthon_shockb3 =[ $shockb3, idchthon_shockb4 ] {};
void() idchthon_shockb4 =[ $shockb4, idchthon_shockb5 ] {};
void() idchthon_shockb5 =[ $shockb5, idchthon_shockb6 ] {};
void() idchthon_shockb6 =[ $shockb6, idchthon_shockb7 ] {};
void() idchthon_shockb7 =[ $shockb1, idchthon_shockb8 ] {};
void() idchthon_shockb8 =[ $shockb2, idchthon_shockb9 ] {};
void() idchthon_shockb9 =[ $shockb3, idchthon_shockb10 ] {};
void() idchthon_shockb10 =[ $shockb4, idchthon_missile1 ] {};
//----------------------------------------------------------------------
void() idchthon_shockc1 =[ $shockc1, idchthon_shockc2 ] {};
void() idchthon_shockc2 =[ $shockc2, idchthon_shockc3 ] {};
void() idchthon_shockc3 =[ $shockc3, idchthon_shockc4 ] {};
void() idchthon_shockc4 =[ $shockc4, idchthon_shockc5 ] {};
void() idchthon_shockc5 =[ $shockc5, idchthon_shockc6 ] {};
void() idchthon_shockc6 =[ $shockc6, idchthon_shockc7 ] {};
void() idchthon_shockc7 =[ $shockc7, idchthon_shockc8 ] {};
void() idchthon_shockc8 =[ $shockc8, idchthon_shockc9 ] {};
void() idchthon_shockc9 =[ $shockc9, idchthon_shockc10 ] {};
void() idchthon_shockc10 =[ $shockc10, idchthon_death1 ] {};
//----------------------------------------------------------------------
void() lightning_fire =
{
local vector p1, p2;
// done here, put the terminals back up
if (time >= lightning_end) {
self = le1;
func_door_go_down ();
self = le2;
func_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;
WriteByte (MSG_ALL, SVC_TEMPENTITY);
WriteByte (MSG_ALL, TE_LIGHTNING3);
WriteEntity (MSG_ALL, world);
WriteCoord (MSG_ALL, p1_x);
WriteCoord (MSG_ALL, p1_y);
WriteCoord (MSG_ALL, p1_z);
WriteCoord (MSG_ALL, p2_x);
WriteCoord (MSG_ALL, p2_y);
WriteCoord (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) {
dprint ("\b[CHTHON]\b missing lightning targets\n");
return;
}
// Check for lightning block alignment
if (
(le1.state != STATE_TOP && le1.state != STATE_BOTTOM)
|| (le2.state != STATE_TOP && le2.state != STATE_BOTTOM)
|| (le1.state != le2.state) )
{ 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, self.pain_sound, 1, ATTN_NORM);
self.health = self.health - 1;
if (self.health >= 2) idchthon_shocka1();
else if (self.health == 1) idchthon_shockb1();
else if (self.health == 0) idchthon_shockc1();
}
};
//===========================================================================
void() idchthon_death1 = [$death1, idchthon_death2] {
sound (self, CHAN_VOICE, "chthon/death.wav", 1, ATTN_NORM);};
void() idchthon_death2 = [$death2, idchthon_death3] {};
void() idchthon_death3 = [$death3, idchthon_death4] {};
void() idchthon_death4 = [$death4, idchthon_death5] {};
void() idchthon_death5 = [$death5, idchthon_death6] {};
void() idchthon_death6 = [$death6, idchthon_death7] {};
void() idchthon_death7 = [$death7, idchthon_death8] {};
void() idchthon_death8 = [$death8, idchthon_death9] {};
void() idchthon_death9 = [$death9, idchthon_death10] {
sound (self, CHAN_BODY, "chthon/lavasplash.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LAVASPLASH);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
};
// No plans to support map hacks anymore, function name changed
void() idchthon_death10 = [$death9, idchthon_death10] {
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
SUB_UseTargets ();
entity_hide(self);
};
/*======================================================================
QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
======================================================================*/
void() monster_boss =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_bosschthon.mdl";
precache_model (self.mdl);
precache_model (MODEL_PROJ_LAVA);
// Attack/throw/electric sound
precache_sound ("chthon/attack1.wav");
precache_sound ("weapons/rocket1i.wav");
precache_sound ("misc/power.wav");
self.pain_sound = "chthon/pain.wav";
precache_sound (self.pain_sound);
precache_sound ("chthon/death.wav");
// Rise from lava roar + splash
self.sight_sound = "chthon/sight1.wav";
precache_sound (self.sight_sound);
precache_sound ("chthon/lavasplash.wav");
self.solid = SOLID_NOT; // No interaction with world
self.movetype = MOVETYPE_NONE; // Static item, no movement
// Use to be 128 square, reduced size to help with
// radius/splash damage being more effective
self.bbmins = '-80 -80 -24'; // has own entity setup
self.bbmaxs = '80 80 256';
self.bboxtype = BBOX_CUSTOM;
self.bossflag = TRUE; // Boss flag (like FL_MONSTER)
self.poisonous = FALSE; // Cannot be poisonous
self.health = 3;
self.takedamage = DAMAGE_NO; // Cannot be damaged
self.bouncegrenade = TRUE; // Grenades bounce off!
self.dpp_name = "TR_BOSSCHTHON";// Lava smoke and sparks
self.yaw_speed = 20; // Fast turner
self.deathstring = " was blown apart by Chthon\n";
// Always reset Ammo Resistance to be consistent
self.resist_shells = self.resist_nails = 1;
self.resist_rockets = self.resist_cells = 1;
self.th_stand = idchthon_idle1;
self.th_walk = idchthon_idle1;
self.th_run = idchthon_idle1;
self.th_missile = idchthon_missile1;
self.classtype = CT_MONIDCHTHON;
self.classgroup = CG_BOSS;
// Does not go through monster spawn functions
total_monsters = total_monsters + 1;
self.use = idchthon_awake;
};
/*======================================================================
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) x
Just for boss level. Used for killing Cthon.
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
Just for boss level. Used for killing Cthon.
======================================================================*/
void() event_lightning =
{
self.use = lightning_use;
};
/*======================================================================
/*QUAKED misc_teleporttrain (0 0.5 0.8) (-8 -8 -8) (8 8 8) x
This is used for the final boss ONLY
Flying ball needed to teleport kill Shub-Niggurath
-------- KEYS --------
-------- SPAWNFLAGS --------
-------- NOTES --------
This is used for the final boss ONLY
Flying ball needed to teleport kill Shub-Niggurath
Originallu used bmodel train functions, setup to work like
the shalrath homing missile
======================================================================*/
void() teleporttrain_next;
void() teleporttrain_target =
{
local vector dir;
if (self.target != "") {
// Find next target entity
self.enemy = find (world, targetname, self.target);
if (self.enemy) {
// Work out distance and angle to turn towards
dir = normalize(self.enemy.origin - self.origin);
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.velocity = dir * self.speed;
// Shift target to next target in the entity chain
self.target = self.enemy.target;
self.nextthink = time + 0.1;
self.think = teleporttrain_next;
return;
}
}
// No target or entity to follow, full stop
self.velocity = '0 0 0';
self.enemy = world;
};
//----------------------------------------------------------------------
void() teleporttrain_next =
{
if (!self.enemy) return;
// Work out how close to the next target (self.enemy)
self.t_length = vlen(self.enemy.origin - self.origin);
if (self.t_length < 64) teleporttrain_target();
else {
// Keep checking
self.nextthink = time + 0.1;
self.think = teleporttrain_next;
}
};
//----------------------------------------------------------------------
void() misc_teleporttrain =
{
self.mdl = "progs/teleport.mdl";
precache_model (self.mdl);
self.solid = SOLID_TRIGGER;
// Push movetype cannot rotate, fly can
// self.movetype = MOVETYPE_PUSH;
self.movetype = MOVETYPE_FLY;
self.use = teleporttrain_target;
self.avelocity = vecrand(50,250,FALSE);
setmodel (self, self.mdl);
setsize (self, VEC_ORIGIN , VEC_ORIGIN);
if (!self.speed) self.speed = 100;
if (self.target == "") {
spawn_marker(self.origin, SPNMARK_YELLOW);
remove(self);
}
};