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

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/*==============================================================================
Nouronihar (Based on a monster by Lunaran)
==============================================================================*/
// Original wizard idle
$frame idle1 idle2 idle3 idle4 idle5 idle6 idle7 idle8
$frame idle9 idle10 idle11
// Leaning forward flying pose
$frame fly1 fly2 fly3 fly4 fly5 fly6 fly7 fly8
$frame fly9 fly10 fly11 fly12 fly13
// A = Short recoil to right, B = Long recoil to left
$frame paina1 paina2 paina3 paina4 paina5 paina6
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8 painb9
// Very quick fall down backward death
$frame death1 death2 death3 death4 death5 death6 death7 death8 death9
// A - Typical spit/spike firing from all arms
$frame shota1 shota2 shota3 shota4 shota5 shota6 shota7 shota8
$frame shota9 shota10 shota11
// B - Long spit/spike firing from all arms
$frame shotb1 shotb2 shotb3 shotb4 shotb5 shotb6 shotb7 shotb8
$frame shotb9 shotb10 shotb11 shotb12 shotb13 shotb14 shotb15 shotb16 shotb17
// C - Slowly flick all arms upward (big attack)
$frame shotc1 shotc2 shotc3 shotc4 shotc5 shotc6 shotc7 shotc8
$frame shotc9 shotc10 shotc11 shotc12 shotc13 shotc14 shotc15 shotc16
$frame shotc17 shotc18 shotc19 shotc20 shotc21 shotc22 shotc23
// Rise upward and flee from the scene
$frame flee1 flee2 flee3 flee4 flee5 flee6 flee7 flee8
$frame flee9 flee10 flee11 flee12 flee13 flee14 flee15 flee16
$frame flee17 flee18
// Long reveal of extra arms, pretending to be wizard at first
$frame reveal1 reveal2 reveal3 reveal4 reveal5 reveal6 reveal7 reveal8
$frame reveal9 reveal10 reveal11 reveal12 reveal13 reveal14 reveal15 reveal16
$frame reveal17 reveal18 reveal19 reveal20 reveal21 reveal22 reveal23 reveal24
$frame reveal25 reveal26 reveal27 reveal28 reveal29 reveal30 reveal31 reveal32
$frame reveal33 reveal34 reveal35 reveal36
float NOUR_PHASE0 = -1; // No waves
float NOUR_PHASE1 = 1; // Burst through floor
float NOUR_PHASE2 = 2; // Fighting
float NOUR_PHASE3 = 3; // Frenzy mode
float NOUR_PHASE4 = 4; // Death
//======================================================================
// Global functions
//======================================================================
// Special streamlined player find function
//----------------------------------------------------------------------
float() nour_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);
// We have a winner!
return TRUE;
};
//----------------------------------------------------------------------
// Setup wave HP and trigger boundaries
//----------------------------------------------------------------------
void() nour_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 has reached next boss wave trigger event
//----------------------------------------------------------------------
float() nour_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 != "") trigger_strs(self.noise, self);
// Update Boss wave parameters (next wave!)
self.bosswave = self.bosswave + 1;
nour_WaveSetupHP();
self.style = NOUR_PHASE3; // Frenzy mode
return TRUE;
}
return FALSE;
};
//----------------------------------------------------------------------
// Check the tether system
//----------------------------------------------------------------------
float() nour_CheckTether =
{
// Check for boss mode
if (!(self.spawnflags & MON_NOUR_BOSS)) return FALSE;
self.t_length = vlen(self.origin - self.movelast.origin);
// Check the most obvious first, inside tether range?
if (self.t_length < MONAI_MAXNOUR) return FALSE;
else {
// If player or tether close to each other?
if (infront(self.movelast) && infront(SUB_entEnemyTarget()) )
return FALSE;
// Stop moving around
else return TRUE;
}
};
//----------------------------------------------------------------------
// Nour game play logic
//----------------------------------------------------------------------
void() NourCheckAttack =
{
//----------------------------------------------------------------------
// setup enemytarget if one is not active
//----------------------------------------------------------------------
if (self.enemy.classtype != CT_ENEMYTARGET) {
SUB_setupEnemyTarget(self.enemy, self.height, MONAI_ABOVETIMER);
if (self.enemytarget) self.enemy = self.enemytarget;
}
//----------------------------------------------------------------------
// Check Melee range and constantly fire
//----------------------------------------------------------------------
if (self.enemydist < MONAI_MELEENOUR) {
self.attack_state = AS_MELEE;
return;
}
//----------------------------------------------------------------------
// Range attacks (Spit and Bomb)
//----------------------------------------------------------------------
// Only range attack if cooldown has finished
if (time > self.attack_finished) {
// Fast/intense nail/spit attack
if (self.enemydist < MONAI_CLOSENOUR) {
// 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 rocket bomb attack with floor damage
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;
}
}
//----------------------------------------------------------------------
// Maintain distance (strafe)
//----------------------------------------------------------------------
if (enemy_range >= RANGE_MID || !enemy_vis) {
if (self.attack_state != AS_STRAIGHT) self.attack_state = AS_STRAIGHT;
}
else self.attack_state = AS_SLIDING;
};
//======================================================================
// MONSTER STATES (stand, walk run, attack, pain and death!
//======================================================================
void() nour_stand1 =[ $idle1, nour_stand2] {monster_idle_sound();ai_stand();};
void() nour_stand2 =[ $idle2, nour_stand3] {ai_stand();};
void() nour_stand3 =[ $idle3, nour_stand4] {ai_stand();};
void() nour_stand4 =[ $idle4, nour_stand5] {ai_stand();};
void() nour_stand5 =[ $idle5, nour_stand6] {ai_stand();};
void() nour_stand6 =[ $idle6, nour_stand7] {ai_stand();};
void() nour_stand7 =[ $idle7, nour_stand8] {ai_stand();};
void() nour_stand8 =[ $idle8, nour_stand9] {ai_stand();};
void() nour_stand9 =[ $idle9, nour_stand10] {ai_stand();};
void() nour_stand10 =[ $idle10, nour_stand11] {ai_stand();};
void() nour_stand11 =[ $idle11, nour_stand1] {ai_stand();};
//======================================================================
void() nour_walk1 =[ $idle1, nour_walk2] {monster_idle_sound();ai_walk(8);};
void() nour_walk2 =[ $idle2, nour_walk3] {ai_walk(8);};
void() nour_walk3 =[ $idle3, nour_walk4] {ai_walk(8);};
void() nour_walk4 =[ $idle4, nour_walk5] {ai_walk(8);};
void() nour_walk5 =[ $idle5, nour_walk6] {ai_walk(8);};
void() nour_walk6 =[ $idle6, nour_walk7] {ai_walk(8);};
void() nour_walk7 =[ $idle7, nour_walk8] {ai_walk(8);};
void() nour_walk8 =[ $idle8, nour_walk9] {ai_walk(8);};
void() nour_walk9 =[ $idle9, nour_walk10] {ai_walk(8);};
void() nour_walk10 =[ $idle10, nour_walk11] {ai_walk(8);};
void() nour_walk11 =[ $idle11, nour_walk1] {ai_walk(8);};
//======================================================================
void() nour_slideframe =
{
// Check for boss mode (phase and wave check)
if (self.spawnflags & MON_NOUR_BOSS) {
if (self.style != NOUR_PHASE2) return;
// Check for boss wave trigger events
if (nour_WaveCheck() == TRUE) {self.th_jump(); return;}
}
// Dead monster?
if (self.health < 1) return;
if (self.walkframe == 0) monster_idle_sound();
// Move frame forward, check for conditions
self.walkframe = self.walkframe + 1;
if (self.walkframe > 10) self.walkframe = 0;
self.nextthink = time + 0.1;
self.think = nour_slideframe;
// Setup current animation frame
self.frame = $idle1 + self.walkframe;
self.ideal_yaw = vectoyaw(SUB_orgEnemyTarget() - self.origin);
// Check the BOSS tether system
if (nour_CheckTether()) ai_run(0);
else ai_run(8);
};
//----------------------------------------------------------------------
void() nour_slide1 = {self.walkframe = 0; nour_slideframe();};
//======================================================================
// RUN state - chasing the player
//======================================================================
void() nour_runframe =
{
// Check for boss mode (phase and wave check)
if (self.spawnflags & MON_NOUR_BOSS) {
if (self.style != NOUR_PHASE2) return;
// Check for boss wave trigger events
if (nour_WaveCheck() == TRUE) {self.th_jump(); return;}
}
if (self.health < 1) return;
if (self.walkframe == 0) monster_idle_sound();
// Move frame forward, check for conditions
self.walkframe = self.walkframe + 1;
if (self.walkframe > 12) self.walkframe = 0;
self.nextthink = time + 0.1;
self.think = nour_runframe;
// Setup current animation frame
self.frame = $fly1 + self.walkframe;
self.ideal_yaw = vectoyaw(SUB_orgEnemyTarget() - self.origin);
// Check the BOSS tether system
if (nour_CheckTether()) ai_run(0);
else ai_run(16);
};
//----------------------------------------------------------------------
void() nour_run1 = {self.walkframe = 0; nour_runframe();};
//============================================================================
// Attachment management (create, finish and delete)
//============================================================================
void() nour_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_NOUR2B;
self.attachment.alpha = 0.85;
}
};
//----------------------------------------------------------------------
void() nour_finish_attachment =
{
if (self.attachment) {
setmodel(self.attachment, "");
self.attachment.state = STATE_OFF;
}
};
//----------------------------------------------------------------------
void() nour_remove_attachment =
{
if (self.attachment) {
self.attachment.think = SUB_Remove;
self.attachment.nextthink = time + 0.1;
}
}
//======================================================================
// ATTACK A - Fire multiple spit/spikes
// Block pain function from interrupting magic attack
//======================================================================
void(vector offset) nour_spike =
{
local vector dtarget, starget, ftarget, sorg, forg, dir;
if (!self.enemy) return;
if (self.health < 1) return;
self.effects = self.effects | EF_MUZZLEFLASH;
self.attack_speed = SPEED_NOURSPIKE + (skill * SPEED_NOURSKILL);
ai_face();
// Work out direction line from self to enemy
dtarget = SUB_orgEnemyTarget() - self.origin;
dtarget = vectoangles(dtarget);
makevectors (dtarget);
// Work out correct source/target origins
starget = self.origin + v_forward * 16 + v_up * offset_z;
ftarget = SUB_orgEnemyTarget() + '0 0 16';
// Add left/right offset
sorg = starget + v_right * offset_x;
forg = ftarget + v_right * offset_x;
dir = normalize(forg - sorg);
launch_projectile (sorg, dir, CT_PROJ_NOUR1, self.attack_speed);
sorg = starget - v_right * offset_x;
forg = ftarget - v_right * offset_x;
dir = normalize(forg - sorg);
launch_projectile (sorg, dir, CT_PROJ_NOUR1, self.attack_speed);
};
//----------------------------------------------------------------------
void() nour_atta1 =[ $shota1, nour_atta2] {ai_face();
self.pain_finished = time + 1;
sound (self, CHAN_WEAPON, "nour/attack1.wav", 1, ATTN_NORM);
};
void() nour_atta2 =[ $shota2, nour_atta3] {ai_face();};
void() nour_atta3 =[ $shota3, nour_atta4] {ai_face();};
void() nour_atta4 =[ $shota4, nour_atta5] {nour_spike('24,0,16');};
void() nour_atta5 =[ $shota5, nour_atta6] {nour_spike('20 0 8');};
void() nour_atta6 =[ $shota6, nour_atta7] {nour_spike('16 0 0');};
void() nour_atta7 =[ $shota7, nour_atta8] {nour_spike('12 0 -8');};
void() nour_atta8 =[ $shota8, nour_atta9] {nour_spike('8 0 -16');};
void() nour_atta9 =[ $shota9, nour_atta10] {};
void() nour_atta10 =[ $shota10, nour_atta11] {};
void() nour_atta11 =[ $shota11, nour_run1] {};
//======================================================================
// ATTACK B - Fire one large blob (grenade) of spit
//======================================================================
void(vector bombofs) Fire_NourBomb =
{
local vector org, torg, ang, dir, avel;
// Finished with bomb effect
nour_finish_attachment();
if (!self.enemy) return;
if (self.health < 1) return;
self.effects = self.effects | EF_MUZZLEFLASH;
sound (self, CHAN_WEAPON, "nour/attack1.wav", 1, ATTN_NORM);
ai_face();
makevectors(self.angles);
org = self.origin + attack_vector(bombofs);
torg = SUB_orgEnemyTarget();
self.attack_speed = SPEED_NOURBOMB;
self.attack_elev = SUB_Elevation(ELEV_DEFAULT, org, torg, self.attack_speed);
ang = vectoangles(torg - org);
ang_x = -self.attack_elev;
makevectors (ang);
dir = v_forward * self.attack_speed;
avel = vecrand(100,200,FALSE);
Launch_Grenade(org, dir, avel, CT_PROJ_NOUR2);
};
//----------------------------------------------------------------------
void(vector bombofs, float bombframe) Setup_NourBomb =
{
local vector org;
if (self.health < 1) return;
// Check if attachment has been setup yet
if (!self.attachment) nour_create_attachment();
// Frame 0 is start of the sequence (move everything into place)
if (bombframe == 0) {
self.attachment.state = STATE_ON;
setorigin(self.attachment, self.origin);
setmodel(self.attachment, self.attachment.mdl);
setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN);
self.attachment.movetype = MOVETYPE_NONE;
self.attachment.solid = SOLID_NOT;
self.attachment.skin = 0;
// Start growing bomb sound
sound (self, CHAN_WEAPON, "nour/attack2.wav", 1, ATTN_NORM);
}
// Turn towards enemy and update model attachment
// The offset is based on the nour facing forward
ai_face();
makevectors(self.angles);
org = self.origin + attack_vector(bombofs);
setorigin(self.attachment, org);
self.attachment.angles = self.angles;
self.attachment.angles_x = random()*360;
self.attachment.frame = bombframe;
// Random explosion like particles from ball as it grows
particle_explode(self.attachment.origin, 10+random()*10, 0.5+random(), PARTICLE_BURST_YELLOW, 0);
};
//----------------------------------------------------------------------
void() nour_attb1 =[ $shotb1, nour_attb2] {ai_face();
self.pain_finished = time + 1.5;
};
void() nour_attb2 =[ $shotb2, nour_attb3] {ai_face();};
void() nour_attb3 =[ $shotb3, nour_attb4] {ai_face();};
void() nour_attb4 =[ $shotb4, nour_attb5] {ai_face();};
void() nour_attb5 =[ $shotb5, nour_attb6] {Setup_NourBomb('24 0 0',0);};
void() nour_attb6 =[ $shotb6, nour_attb7] {Setup_NourBomb('24 0 -2',1);};
void() nour_attb7 =[ $shotb7, nour_attb8] {Setup_NourBomb('24 0 -4',2);};
void() nour_attb8 =[ $shotb8, nour_attb9] {Setup_NourBomb('24 0 -8',3);};
void() nour_attb9 =[ $shotb9, nour_attb10] {Setup_NourBomb('24 0 -12',4);};
void() nour_attb10 =[ $shotb10, nour_attb11] {Setup_NourBomb('24 0 -16',5);};
void() nour_attb11 =[ $shotb11, nour_attb12] {Setup_NourBomb('24 0 -12',6);};
void() nour_attb12 =[ $shotb12, nour_attb13] {Fire_NourBomb('24 0 -12');};
void() nour_attb13 =[ $shotb13, nour_attb14] {};
void() nour_attb14 =[ $shotb14, nour_attb15] {};
void() nour_attb15 =[ $shotb15, nour_attb16] {};
void() nour_attb16 =[ $shotb16, nour_attb17] {ai_face();};
void() nour_attb17 =[ $shotb17, nour_run1] {ai_face();};
//======================================================================
// ATTACK C - Summon wizards around boss
//======================================================================
void() Spawn_NourFog =
{
// Randomly pick from teleport sounds
self.lip = random() * 5;
if (self.lip < 1) self.noise = "misc/r_tele1.wav";
else if (self.lip < 2) self.noise = "misc/r_tele2.wav";
else if (self.lip < 3) self.noise = "misc/r_tele3.wav";
else if (self.lip < 4) self.noise = "misc/r_tele4.wav";
else self.noise = "misc/r_tele5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
// Show ID teleport particle effect
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TELEPORT);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
};
//----------------------------------------------------------------------
// Fire random plasma spikes while summoning wizard minions
//----------------------------------------------------------------------
void(vector minofs) Fire_NourPlasma =
{
local vector org;
makevectors(self.angles);
org = self.origin + attack_vector(minofs);
self.pos2 = vecrand(0,50,TRUE);
self.pos3 = normalize(self.pos2);
self.attack_speed = SPEED_NOURSPIKE + (random() * SPEED_NOURSKILL);
launch_plasma(org, self.pos3, CT_MONNOUR, self.attack_speed);
};
//----------------------------------------------------------------------
void(vector minofs) Spawn_NourMin =
{
// Finished with bomb effect
nour_finish_attachment();
Fire_NourPlasma(minofs);
if (!self.enemy) return;
if (self.health < 1) return;
// Cycle through spawn targets and spawn Tfog + Wizard
self.lip = self.count;
while(self.lip > 0) {
self.attachment3.think = Spawn_NourFog;
self.attachment3.nextthink = time + 0.01 + random()*0.3;
// If the spawn locaiton all clear, spawn something!
self.pos1 = self.attachment3.origin;
self.aflag = find_minionspace(self.pos1);
if (self.aflag == TRUE) {
// Check for any spawnflags on spawn point
if (random() < 0.5)
minion_wizard(self.pos1, self.enemy, MON_WIZARD_ABOVE);
else minion_wizard(self.pos1, self.enemy, 0);
}
// Next spawn point
self.attachment3 = self.attachment3.entchain;
self.lip = self.lip - 1;
}
};
//----------------------------------------------------------------------
void(vector minofs, float minframe) Setup_NourMin =
{
local vector org;
if (self.health < 1) return;
// Check if attachment has been setup yet
if (!self.attachment) nour_create_attachment();
// Frame 0 is start of the sequence (move everything into place)
if (minframe == 0) {
self.attachment.state = STATE_ON;
setorigin(self.attachment, self.origin);
setmodel(self.attachment, self.attachment.mdl);
setsize (self.attachment, VEC_ORIGIN, VEC_ORIGIN);
self.attachment.movetype = MOVETYPE_NONE;
self.attachment.solid = SOLID_NOT;
self.attachment.skin = 1;
// Start Spawning sound
sound (self, CHAN_WEAPON, "nour/attack2.wav", 1, ATTN_NORM);
}
// The offset is based on the nour facing forward
makevectors(self.angles);
org = self.origin + attack_vector(minofs);
setorigin(self.attachment, org);
self.attachment.angles = self.angles;
self.attachment.angles_x = random()*360;
self.attachment.frame = minframe;
// Slowly suck in particles to energy ball
particle_implode(org, 20+random()*20, 75, 75, PARTICLE_BURST_BLUE);
// Cycle through spawn targets and fire Lightning per frame
self.lip = self.count;
while(self.lip > 0) {
// Traceline from spawn point to random direction
self.pos1 = self.attachment3.origin - org;
self.pos2 = vecrand(0,50,TRUE);
self.pos3 = normalize(self.pos1 + self.pos2);
traceline(org, org + self.pos3 * 600, FALSE, self);
// Create lightning bolt from source to target
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self.attachment3);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_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.attachment3, CHAN_BODY, "nour/elec_arch1.wav", 1, ATTN_NORM);
else sound (self.attachment3, CHAN_BODY, "nour/elec_arch2.wav", 1, ATTN_NORM);
}
// Next spawn point
self.attachment3 = self.attachment3.entchain;
self.lip = self.lip - 1;
}
// Generate a random bolt of electricity
Fire_NourPlasma(minofs);
};
//----------------------------------------------------------------------
void() nour_attc1 =[ $shotc1, nour_attc2] {ai_face();
// Make sure boss mode active for this attack
if (!(self.spawnflags & MON_NOUR_BOSS)) self.think = self.th_run;
// Block all damage while summoning stuff
Resist_ChangeType(self, TRUE);
// Reset attack state so it does not keep spawning
self.attack_state = AS_STRAIGHT;
self.lip = self.count;
while (self.lip > 0) {
self.cnt = 4; // Try 4 times, no infinite loops
while (self.cnt > 0) {
// Work out 2 empty spaces around Nour for minions
self.pos2 = vecrand(0,200,TRUE);
self.pos2_z = 16; // Spawn higher than boss
self.pos1 = self.origin + self.pos2;
// Check for available space for mininon
self.aflag = find_minionspace(self.pos1);
self.cnt = self.cnt - 1;
// Space is right, save origin
if (self.aflag == TRUE) self.cnt = -10;
}
// Found space, store origin for later
if (self.cnt == -10) self.attachment3.origin = self.pos1;
else self.attachment3.origin = self.origin;
// Next spawn point
self.attachment3 = self.attachment3.entchain;
self.lip = self.lip - 1;
}
};
void() nour_attc2 =[ $shotc2, nour_attc3] {ai_face();};
void() nour_attc3 =[ $shotc3, nour_attc4] {ai_face();};
void() nour_attc4 =[ $shotc4, nour_attc5] {Setup_NourMin('24 0 -24',0);};
void() nour_attc5 =[ $shotc5, nour_attc6] {Setup_NourMin('24 0 -24',1);};
void() nour_attc6 =[ $shotc6, nour_attc7] {Setup_NourMin('24 0 -22',2);};
void() nour_attc7 =[ $shotc7, nour_attc8] {Setup_NourMin('24 0 -20',3);};
void() nour_attc8 =[ $shotc8, nour_attc9] {Setup_NourMin('24 0 -16',4);};
void() nour_attc9 =[ $shotc9, nour_attc10] {Setup_NourMin('24 0 -16',5);};
void() nour_attc10 =[ $shotc10, nour_attc11] {Setup_NourMin('24 0 -12',6);};
void() nour_attc11 =[ $shotc11, nour_attc12] {Setup_NourMin('24 0 -8',6);};
void() nour_attc12 =[ $shotc12, nour_attc13] {Setup_NourMin('24 0 -4',7);};
void() nour_attc13 =[ $shotc13, nour_attc14] {Setup_NourMin('24 0 -2',7);};
void() nour_attc14 =[ $shotc14, nour_attc15] {Spawn_NourMin('24 0 0');};
void() nour_attc15 =[ $shotc15, nour_attc16] {Fire_NourPlasma('24 0 0');};
void() nour_attc16 =[ $shotc16, nour_attc17] {};
void() nour_attc17 =[ $shotc17, nour_attc18] {};
void() nour_attc18 =[ $shotc18, nour_attc19] {};
void() nour_attc19 =[ $shotc19, nour_attc20] {};
void() nour_attc20 =[ $shotc20, nour_attc21] {};
void() nour_attc21 =[ $shotc21, nour_attc22] {};
void() nour_attc22 =[ $shotc22, nour_attc23] {ai_face();};
void() nour_attc23 =[ $shotc23, nour_run1] {ai_face();
// Restore ammo resistance to default
Resist_ChangeType(self, FALSE);
self.style = NOUR_PHASE2; // Fight mode
};
//============================================================================
// PAIN and DEATH
//============================================================================
void() nour_paina1 = [ $paina1, nour_paina2 ] {};
void() nour_paina2 = [ $paina2, nour_paina3 ] {};
void() nour_paina3 = [ $paina3, nour_paina4 ] {};
void() nour_paina4 = [ $paina4, nour_paina5 ] {};
void() nour_paina5 = [ $paina5, nour_paina6 ] {};
void() nour_paina6 = [ $paina6, nour_run1 ] {};
//----------------------------------------------------------------------
void() nour_painb1 = [ $painb1, nour_painb2 ] {};
void() nour_painb2 = [ $painb2, nour_painb3 ] {};
void() nour_painb3 = [ $painb3, nour_painb4 ] {};
void() nour_painb4 = [ $painb4, nour_painb5 ] {};
void() nour_painb5 = [ $painb5, nour_painb6 ] {};
void() nour_painb6 = [ $painb6, nour_painb7 ] {};
void() nour_painb7 = [ $painb7, nour_painb8 ] {};
void() nour_painb8 = [ $painb8, nour_painb9 ] {};
void() nour_painb9 = [ $painb9, nour_run1 ] {};
//----------------------------------------------------------------------
void(entity inflictor, entity attacker, float damage) nour_pain =
{
// Finish with all attachments
nour_finish_attachment();
if (self.spawnflags & MON_NOUR_BOSS) {
// Check for boss wave trigger events
if (nour_WaveCheck() == TRUE) {self.th_jump(); 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() < 0.8) nour_paina1 (); // Short recoil right
else {
nour_painb1 (); // Long recoil left
self.pain_finished = time + 2; // long animation
}
}
}
};
//============================================================================
// Death comes to us all, even Nour!
//============================================================================
void() nour_explode =
{
// Check for any final trigger events
if (self.message2 != "") trigger_strs(self.message2,self);
// No more Nour!
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);
// Check for any death radius damage
if (self.death_dmg > 0)
T_RadiusDamage (self, self, self.death_dmg, world, DAMAGEALL);
// Classic sprite/DP explosion
SpawnExplosion(EXPLODE_PLASMA_BIG, self.origin, "nour/explode_death.wav");
// Gib explosive fountain!?!
self.max_health = MON_GIBEXPLOSION;
ThrowGib(11, 2); // Left Arm
ThrowGib(12, 2); // Right Arm
ThrowGib(13, 1); // Tail
ThrowGib(4, 10 + rint(random()*3));
ThrowGib(5, 10 + rint(random()*3));
};
//----------------------------------------------------------------------
void() nour_die1 = [ $death1, nour_die2 ] {};
void() nour_die2 = [ $death2, nour_die3 ] {};
void() nour_die3 = [ $death3, nour_die4 ] {self.solid = SOLID_NOT;};
void() nour_die4 = [ $death4, nour_die5 ] {};
void() nour_die5 = [ $death5, nour_die6 ] {};
void() nour_die6 = [ $death6, nour_die7 ] {};
void() nour_die7 = [ $death7, nour_die8 ] {};
void() nour_die8 = [ $death8, nour_die9 ] {self.lip = 0;};
void() nour_die9 = [ $death9, nour_die9 ] {
// Spawn implosion effect
if (random() < 0.5)
particle_implode(self.origin, 20+random()*20, 100, 100, PARTICLE_BURST_BLUE);
// Spawn particle smoke and explosive smoke
else {
SpawnProjectileSmoke(self.origin, 150, 100, 300);
particle_dust(self.origin, 10+random()*10, PARTICLE_BURST_BLUE);
}
// 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, "nour/elec_arch1.wav", 1, ATTN_NORM);
else sound (self, CHAN_BODY, "nour/elec_arch2.wav", 1, ATTN_NORM);
}
}
// Check for a random bolt of plasma
if (random() < 0.2) Fire_NourPlasma('0 0 -16');
// Cycle through end phase
self.lip = self.lip + 1;
if (self.lip == 26) sound (self, CHAN_AUTO, "nour/implode_death.wav", 1, ATTN_NONE);
if (self.lip == 40) nour_explode();
};
//----------------------------------------------------------------------
void() nour_die =
{
self.deadflag = DEAD_DEAD; // Nour bites the dust
self.effects = 0; // Remove effects on death
nour_finish_attachment(); // Remove any attachments
nour_remove_attachment();
sound (self, CHAN_VOICE, "nour/death.wav", 1, ATTN_NORM);
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);
nour_die1 ();
};
//======================================================================
// REVEAL PHASE (coming out of the ground)
//======================================================================
void() nour_revealframe =
{
// Beginning of animation block
if (self.walkframe == 3)
sound (self, CHAN_BODY, "nour/reveal.wav", 1, ATTN_NORM);
else if (self.walkframe == 23)
sound (self, CHAN_VOICE, "nour/idle1.wav", 1, ATTN_NORM);
// Work out remaining distance to go
self.movedir = self.movetarget2.origin - self.origin;
self.t_length = vlen(self.movedir);
// Calc initial velocity boast (burst action)
self.lip = (self.pausetime - time) / 3.6;
self.t_width = 1 + (self.lip/2);
// If time or distance too small, stop moving
if (self.lip < 0.1 || self.t_length < 2) {
self.velocity = '0 0 0';
}
// Update velocity every frame
else self.velocity = self.movedir * self.t_width;
// Turn towards player
if (self.enemy) ai_face();
// Move frame forward, check for conditions
self.walkframe = self.walkframe + 1;
self.nextthink = time + 0.1;
// Time to exit reveal?
if (self.walkframe > 35) {
self.walkframe = 0; // Reset just in case
self.height = MONAI_ABOVEDIST; // Enemytarget distance above
self.movetype = MOVETYPE_STEP; // back to regular movement
self.takedamage = DAMAGE_AIM; // Can take damage
self.style = NOUR_PHASE2; // Time to fight!
Resist_ChangeType(self,FALSE); // restore resistance
self.think = nour_run1; // Straight to running
self.frame = $fly1;
FoundHuntTarget(FALSE); // make sure tracking player
}
else {
self.think = nour_revealframe;
// Setup current animation frame
self.frame = $reveal1 + self.walkframe;
}
};
//----------------------------------------------------------------------
void() nour_reveal1 = {
self.pausetime = time + 3.6;
self.walkframe = 0;
nour_revealframe();
};
//======================================================================
// Create wizard minion entity chain
// Entities are created so that the spawning space can be tested
// before spawning the minions for possible collisions
//======================================================================
float() nour_minionsetup =
{
local entity min_prev, min_first;
self.lip = self.count;
min_prev = min_first = world;
// Cycle through minion list
while(self.lip > 0) {
newmis = spawn();
newmis.origin = self.origin;
newmis.owner = self;
// Is this the first pass through loop?
if (!min_first) min_first = newmis;
// Any previous entities created?
if (!min_prev) min_prev = newmis;
else {
// Link previous to current entity
// and move previous forward in chain
min_prev.entchain = newmis;
min_prev = newmis;
}
// Keep on looping
self.lip = self.lip - 1;
}
// Close loop
if (min_first) {
newmis.entchain = min_first;
self.attachment3 = min_first;
return FALSE;
}
else return TRUE;
};
//======================================================================
// Setup Nour after trigger event
//======================================================================
void() nour_awake =
{
// make sure boss mode selected
if (!(self.spawnflags & MON_NOUR_BOSS)) return;
self.use = SUB_Null; // No more triggers
self.style = NOUR_PHASE1; // Bursting intro sequence
self.flags = FL_MONSTER | FL_FLY; // Reset flag
monster_bbox(); // Setup bounding box
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_FLY;
setmodel(self, self.mdl); // Setup model
setsize (self, self.bbmins, self.bbmaxs); // Restore BB size
self.takedamage = DAMAGE_NO; // Still immune to damage
self.yaw_speed = 20; // Average Speed
self.velocity = '0 0 0'; // Make sure stationary
self.pain_longanim = FALSE; // No axe advantage
self.noinfighting = TRUE; // No infighting
self.count = skill+1; // Total amount of minions
// skill modifier : Easy = 1, Normal = 2, Hard/NM = 3
if (self.count > 3) self.count = 3;
// Setup minion chain entity system
if (nour_minionsetup()) {
dprint("\b[NOUR]\b Cannot create minion chain!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
entity_hide(self);
return;
}
//Resist_CheckRange(self); // Double check values
Resist_Save(self); // Save for Later
Resist_ChangeType(self,TRUE); // resist everything
// Reset all combat flags and counters
self.deadflag = DEAD_NO;
self.liquidbase = self.liquidcheck = 0;
self.dmgcombined = self.dmgtimeframe = 0;
// Setup boss waves and overall health
self.bosswave = 1;
self.bosswavetotal = 4;
self.bosswaveqty = 500;
self.max_health = self.bosswavetotal * self.bosswaveqty;
// Setup boss wave HP + trigger event
nour_WaveSetupHP();
self.pain_finished = time + 3; // Make pain go away
self.attack_finished = time + 2; // Reset attack system
// Setup player focus
if (activator.flags & FL_CLIENT) {
self.goalentity = self.enemy = activator;
}
else self.enemy = world;
// Trigger all spawning events
trigger_strs(self.message, self);
self.message = "";
// Find spawning (move) destination
self.movetarget2 = find(world,targetname,self.message2);
if (!self.movetarget2) {
dprint("\b[NOUR]\b Missing spawn destination!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
entity_hide(self);
return;
}
// Make sure all death triggers are setup ready
self.message2 = self.target;
self.target = self.target2 = self.deathtarget = "";
// Check for tether system (special target field)
if (self.tethertarget == "") {
dprint("\b[NOUR]\b Missing tether marker!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
entity_hide(self);
return;
}
// Find the tether marker (must be path_corner)
self.movelast = find(world,targetname,self.tethertarget);
if (self.movelast.classtype != CT_PATHCORNER) {
dprint("\b[NOUR]\b Tether marker not path_corner!\n");
spawn_marker(self.movelast.origin, SPNMARK_YELLOW);
self.movelast = world;
}
// Make sure tethertarget is blank
self.tethertarget = "";
// Time to rise from the ground
nour_reveal1();
};
/*======================================================================
QUAKED monster_nouronihar (1 0 0) (-16 -16 -24) (16 16 40)
======================================================================*/
void() monster_nour =
{
if (deathmatch) { remove(self); return; }
self.mdl = "progs/mon_bossnour.mdl";
self.headmdl = "progs/h_wizard.mdl";
self.gib1mdl = "progs/gib_wzarm1.mdl"; // Left arm/stump
self.gib2mdl = "progs/gib_wzarm2.mdl"; // Right arm/stump
self.gib3mdl = "progs/gib_wztail.mdl"; // Tail section
precache_model (self.mdl);
precache_model (self.headmdl);
precache_model (MODEL_PROJ_WIZ); // Originally progs/w_spike.mdl
precache_model (self.gib1mdl);
precache_model (self.gib2mdl);
precache_model (self.gib3mdl);
precache_model (MODEL_PROJ_NOUR1); // Spit
precache_model (MODEL_PROJ_NOUR2B); // Growing ball
precache_model (MODEL_PROJ_NOUR2P); // Warping projectile
precache_model (MODEL_PROJ_NOUR2S); // Explosive pieces
precache_model (MODEL_PROJ_NOUR3); // Lightning bolt
precache_model (SBURST_POISON); // Poison Burst
// sight/pain/death sounds
self.idle_sound = "nour/idle1.wav";
self.pain_sound = "nour/pain.wav";
self.sight_sound = "nour/sight.wav";
precache_sound (self.idle_sound);
precache_sound (self.pain_sound);
precache_sound (self.sight_sound);
precache_sound ("nour/reveal.wav");
// Final death sequence
precache_sound ("nour/death.wav");
precache_sound ("nour/explode_death.wav");
precache_sound ("nour/elec_arch1.wav");
precache_sound ("nour/elec_arch2.wav");
precache_sound ("nour/implode_death.wav");
// Attack A - Wizard style spit
// Attack B - Large explosive ball
precache_sound ("nour/attack1.wav");
precache_sound ("nour/attack2.wav");
precache_sound ("nour/explode2.wav");
precache_sound ("nour/bounce.wav");
self.solid = SOLID_NOT; // No interaction with world
self.movetype = MOVETYPE_NONE; // Static item, no movement
self.bboxtype = BBOX_WIDE; // Wraith Body
self.bossflag = TRUE; // Boss flag (like FL_MONSTER)
self.gibhealth = MON_NEVERGIB; // Cannot be gibbed by weapons
self.gibbed = FALSE; // Starts complete
self.pain_flinch = 200; // Strong Wizard level
self.pain_timeout = 2; // Stop constant pain
self.infightextra = 8; // Does not like infighting
self.steptype = FS_FLYING; // No foot sound
self.blockudeath = TRUE; // No player gib sound
self.pain_longanim = FALSE; // cannot be chopped with shadow axe
self.no_liquiddmg = TRUE; // no slime/lava damage
if (self.height < 1) self.height = MONAI_ABOVEDIST; // Custom height
if (self.death_dmg < 1) self.death_dmg = DAMAGE_NOUR;
self.poisonous = FALSE; // Cannot be poisonous
self.style = NOUR_PHASE0; // No waves setup
self.deathstring = " was picked apart by the Scragmother\n";
// Setup Ammo Resistance
self.resist_shells = self.resist_nails = 0;
self.resist_rockets = 0; self.resist_cells = 1;
self.reflectlightning = TRUE; // Reflect lightning strikes
self.reflectplasma = TRUE; // Reflect plasma projectiles
// Restore all think functions
self.th_checkattack = NourCheckAttack;
self.th_stand = nour_stand1;
self.th_walk = nour_walk1;
self.th_run = nour_run1;
self.th_slide = nour_slide1;
self.th_melee = nour_atta1;
self.th_missile = nour_attb1;
self.th_jump = nour_attc1;
self.th_pain = nour_pain;
self.th_die = nour_die;
self.classtype = CT_MONNOUR;
self.classgroup = CG_WIZARD;
self.classmove = MON_MOVEFLY;
// Check for boss version of Nouronihar?
if (self.spawnflags & MON_NOUR_BOSS) {
// Reset spawnflag, other values not required
self.spawnflags = MON_NOUR_BOSS;
self.health = self.max_health = MEGADEATH;
self.pain_finished = LARGE_TIMER;
self.takedamage = DAMAGE_NO; // Immune to damage
// No targetname = no trigger!
if (self.targetname == "") {
dprint("\b[NOUR]\b Missing targetname name!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
return;
}
// Missing spawn trigger
if (self.message == "") {
dprint("\b[NOUR]\b Missing spawn (message) trigger!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
return;
}
// Missing rise path corner
if (self.message2 == "") {
dprint("\b[NOUR]\b Missing spawn (message2) path corner!\n");
spawn_marker(self.origin, SPNMARK_YELLOW);
return;
}
total_monsters = total_monsters + 1;
self.use = nour_awake;
}
else {
// Regular monster with large HP
if (self.health < 1) self.health = 1200;
// Regular Nour is not 100% resistant
self.resist_cells = 0.75;
monster_start();
}
};