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ogre.qc
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/* Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
/*
==============================================================================
OGRE
==============================================================================
*/
static const float MIN_GRENADE_SLOPE = -0.5;
static const float MAX_GRENADE_SLOPE = 0.85;
$cd /raid/quake/id1/models/ogre_c
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
$frame walk8 walk9 walk10 walk11 walk12 walk13 walk14 walk15 walk16
$frame run1 run2 run3 run4 run5 run6 run7 run8
$frame swing1 swing2 swing3 swing4 swing5 swing6 swing7
$frame swing8 swing9 swing10 swing11 swing12 swing13 swing14
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12 smash13 smash14
$frame shoot1 shoot2 shoot3 shoot4 shoot5 shoot6
$frame pain1 pain2 pain3 pain4 pain5
$frame painb1 painb2 painb3
$frame painc1 painc2 painc3 painc4 painc5 painc6
$frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8 paind9 paind10
$frame paind11 paind12 paind13 paind14 paind15 paind16
$frame paine1 paine2 paine3 paine4 paine5 paine6 paine7 paine8 paine9 paine10
$frame paine11 paine12 paine13 paine14 paine15
$frame death1 death2 death3 death4 death5 death6
$frame death7 death8 death9 death10 death11 death12
$frame death13 death14
$frame bdeath1 bdeath2 bdeath3 bdeath4 bdeath5 bdeath6
$frame bdeath7 bdeath8 bdeath9 bdeath10
$frame pull1 pull2 pull3 pull4 pull5 pull6 pull7 pull8 pull9 pull10 pull11
//=============================================================================
void() GrenadeHandlePhysics;
void() OgreGrenadeExplode =
{
T_RadiusDamage(self, self.owner, 40, world);
sound(self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_EXPLOSION);
WriteCoord(MSG_BROADCAST, self.origin_x);
WriteCoord(MSG_BROADCAST, self.origin_y);
WriteCoord(MSG_BROADCAST, self.origin_z);
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel(self, "progs/s_explod.spr");
self.solid = SOLID_NOT;
s_explode1();
};
void() OgreGrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
OgreGrenadeExplode();
return;
}
GrenadeHandlePhysics();
sound(self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
static vector(vector start, vector end, float speed) ArcTo = {
float dz, dist, dist_sq, slope, speed_sq, det;
vector vel_0, v_components;
float too_far = FALSE;
float picked_2nd_root = FALSE;
vector disp = end - start;
dz = disp_z;
disp_z = 0;
dist = vlen(disp);
dist_sq = dist * dist;
speed_sq = speed * speed;
// Apply quadratic formula to find slope
det = speed_sq * speed_sq - gravity *
(gravity * dist_sq + 2 * speed_sq * dz);
if (det < 0) {
slope = MAX_GRENADE_SLOPE;
} else {
slope = (speed_sq - sqrt(det)) / gravity / dist;
}
if (slope < MIN_GRENADE_SLOPE) {
slope = MIN_GRENADE_SLOPE;
} else if (slope > MAX_GRENADE_SLOPE) {
slope = MAX_GRENADE_SLOPE;
}
v_components = normalize([1, 0, slope]) * speed;
vel_0 = v_components_x * normalize(disp);
vel_0_z = v_components_z;
return vel_0;
}
/*
================
OgreFireGrenade
================
*/
void(float grenade_speed) OgreFireGrenade =
{
entity missile;
self.effects = self.effects | EF_MUZZLEFLASH;
sound(self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
missile = spawn();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_BBOX;
// set missile speed
makevectors(self.angles);
//missile.velocity = normalize(self.enemy.origin - self.origin);
//missile.velocity = missile.velocity * 600;
//missile.velocity_z = 200 + hopup;
missile.velocity = ArcTo(
self.origin,
self.enemy.origin + '0 0 16',
grenade_speed
);
missile.avelocity = '300 300 300';
missile.angles = vectoangles(missile.velocity);
missile.touch = OgreGrenadeTouch;
// set missile duration
missile.nextthink = time + 2.5;
missile.think = OgreGrenadeExplode;
setmodel(missile, "progs/grenade.mdl");
setsize(missile, '0 0 0', '0 0 0');
setorigin(missile, self.origin);
};
//=============================================================================
/*
================
chainsaw
FIXME
================
*/
void(float side) chainsaw =
{
vector delta;
float ldmg;
if (!self.enemy)
return;
if (!CanDamage(self.enemy, self))
return;
ai_charge(10);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * 4;
T_Damage(self.enemy, self, self, ldmg);
if (side)
{
makevectors(self.angles);
if (side == 1)
SpawnMeatSpray(self.origin + v_forward*16, crandom() * 100 * v_right);
else
SpawnMeatSpray(self.origin + v_forward*16, side * v_right);
}
};
void() ogre_stand1 = [ $stand1, ogre_stand2 ] { ai_stand(); };
void() ogre_stand2 = [ $stand2, ogre_stand3 ] { ai_stand(); };
void() ogre_stand3 = [ $stand3, ogre_stand4 ] { ai_stand(); };
void() ogre_stand4 = [ $stand4, ogre_stand5 ] { ai_stand(); };
void() ogre_stand5 = [ $stand5, ogre_stand6 ]
{
if (random() < 0.2)
sound(self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
ai_stand();
};
void() ogre_stand6 = [ $stand6, ogre_stand7 ] { ai_stand(); };
void() ogre_stand7 = [ $stand7, ogre_stand8 ] { ai_stand(); };
void() ogre_stand8 = [ $stand8, ogre_stand9 ] { ai_stand(); };
void() ogre_stand9 = [ $stand9, ogre_stand1 ] { ai_stand(); };
void() ogre_walk1 = [ $walk1, ogre_walk2 ] { ai_walk(3); };
void() ogre_walk2 = [ $walk2, ogre_walk3 ] { ai_walk(2); };
void() ogre_walk3 = [ $walk3, ogre_walk4 ]
{
ai_walk(2);
if (random() < 0.2)
sound(self, CHAN_VOICE, "ogre/ogidle.wav", 1, ATTN_IDLE);
};
void() ogre_walk4 = [ $walk4, ogre_walk5 ] { ai_walk(2); };
void() ogre_walk5 = [ $walk5, ogre_walk6 ] { ai_walk(2); };
void() ogre_walk6 = [ $walk6, ogre_walk7 ]
{
ai_walk(5);
if (random() < 0.1)
sound(self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
};
void() ogre_walk7 = [ $walk7, ogre_walk8 ] { ai_walk(3); };
void() ogre_walk8 = [ $walk8, ogre_walk9 ] { ai_walk(2); };
void() ogre_walk9 = [ $walk9, ogre_walk10 ] { ai_walk(3); };
void() ogre_walk10 = [ $walk10, ogre_walk11 ] { ai_walk(1); };
void() ogre_walk11 = [ $walk11, ogre_walk12 ] { ai_walk(2); };
void() ogre_walk12 = [ $walk12, ogre_walk13 ] { ai_walk(3); };
void() ogre_walk13 = [ $walk13, ogre_walk14 ] { ai_walk(3); };
void() ogre_walk14 = [ $walk14, ogre_walk15 ] { ai_walk(3); };
void() ogre_walk15 = [ $walk15, ogre_walk16 ] { ai_walk(3); };
void() ogre_walk16 = [ $walk16, ogre_walk1 ] { ai_walk(4); };
void() ogre_run1 = [ $run1, ogre_run2 ]
{
ai_run(9);
if (random() < 0.2)
sound(self, CHAN_VOICE, "ogre/ogidle2.wav", 1, ATTN_IDLE);
};
void() ogre_run2 = [ $run2, ogre_run3 ] { ai_run(12); };
void() ogre_run3 = [ $run3, ogre_run4 ] { ai_run(8); };
void() ogre_run4 = [ $run4, ogre_run5 ] { ai_run(22); };
void() ogre_run5 = [ $run5, ogre_run6 ] { ai_run(16); };
void() ogre_run6 = [ $run6, ogre_run7 ] { ai_run(4); };
void() ogre_run7 = [ $run7, ogre_run8 ] { ai_run(13); };
void() ogre_run8 = [ $run8, ogre_run1 ] { ai_run(24); };
void() ogre_swing1 = [ $swing1, ogre_swing2 ]
{
ai_charge(11);
sound(self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
};
void() ogre_swing2 = [ $swing2, ogre_swing3 ] { ai_charge(1); };
void() ogre_swing3 = [ $swing3, ogre_swing4 ] { ai_charge(4); };
void() ogre_swing4 = [ $swing4, ogre_swing5 ] { ai_charge(13); };
void() ogre_swing5 = [ $swing5, ogre_swing6 ]
{
ai_charge(9);
chainsaw(0);
self.angles_y = self.angles_y + random()*25;
};
void() ogre_swing6 = [ $swing6, ogre_swing7 ]
{
chainsaw(200);
self.angles_y = self.angles_y + random()* 25;
};
void() ogre_swing7 = [ $swing7, ogre_swing8 ]
{
chainsaw(0);
self.angles_y = self.angles_y + random()* 25;
};
void() ogre_swing8 = [ $swing8, ogre_swing9 ]
{
chainsaw(0);
self.angles_y = self.angles_y + random()* 25;
};
void() ogre_swing9 = [ $swing9, ogre_swing10 ]
{
chainsaw(0);
self.angles_y = self.angles_y + random()* 25;
};
void() ogre_swing10 = [ $swing10, ogre_swing11 ]
{
chainsaw(-200);
self.angles_y = self.angles_y + random()* 25;
};
void() ogre_swing11 = [ $swing11, ogre_swing12 ]
{
chainsaw(0);
self.angles_y = self.angles_y + random()* 25;
};
void() ogre_swing12 = [ $swing12, ogre_swing13 ] { ai_charge(3); };
void() ogre_swing13 = [ $swing13, ogre_swing14 ] { ai_charge(8); };
void() ogre_swing14 = [ $swing14, ogre_run1 ] { ai_charge(9); };
void() ogre_smash1 = [ $smash1, ogre_smash2 ]
{
ai_charge(6);
sound(self, CHAN_WEAPON, "ogre/ogsawatk.wav", 1, ATTN_NORM);
};
void() ogre_smash2 = [ $smash2, ogre_smash3 ] { ai_charge(0); };
void() ogre_smash3 = [ $smash3, ogre_smash4 ] { ai_charge(0); };
void() ogre_smash4 = [ $smash4, ogre_smash5 ] { ai_charge(1); };
void() ogre_smash5 = [ $smash5, ogre_smash6 ] { ai_charge(4); };
void() ogre_smash6 = [ $smash6, ogre_smash7 ] { ai_charge(4); chainsaw(0); };
void() ogre_smash7 = [ $smash7, ogre_smash8 ] { ai_charge(4); chainsaw(0); };
void() ogre_smash8 = [ $smash8, ogre_smash9 ] { ai_charge(10); chainsaw(0); };
void() ogre_smash9 = [ $smash9, ogre_smash10 ] { ai_charge(13); chainsaw(0); };
void() ogre_smash10 = [ $smash10, ogre_smash11 ] { chainsaw(1); };
void() ogre_smash11 = [ $smash11, ogre_smash12 ]
{
ai_charge(2);
chainsaw(0);
// slight variation
self.nextthink = self.nextthink + random()*0.2;
};
void() ogre_smash12 = [ $smash12, ogre_smash13 ] { ai_charge(0); };
void() ogre_smash13 = [ $smash13, ogre_smash14 ] { ai_charge(4); };
void() ogre_smash14 = [ $smash14, ogre_run1 ] { ai_charge(12); };
void() ogre_nail5;
void() ogre_burst1;
void() ogre_nail1 = [ $shoot1, ogre_nail2 ] { ai_face(); };
void() ogre_nail2 = [ $shoot2, ogre_nail3 ] { ai_face(); };
void() ogre_nail3 = [ $shoot2, ogre_nail4 ] { ai_face(); };
//void() ogre_nail4 = [ $shoot3, ogre_nail5 ] { ai_face(); OgreFireGrenade(); };
void() ogre_nail4 = {
self.frame = $shoot3;
ai_face(); OgreFireGrenade(630);
self.nextthink = time + 0.1;
if (skill > 2) {
self.think = ogre_burst1;
} else {
self.think = ogre_nail5;
}
};
void() ogre_nail5 = [ $shoot4, ogre_nail6 ] { ai_face(); };
void() ogre_nail6 = [ $shoot5, ogre_nail7 ] { ai_face(); };
void() ogre_nail7 = [ $shoot6, ogre_run1 ] { ai_face(); };
void() ogre_burst1 = [ $shoot2, ogre_burst2 ] { ai_face(); };
void() ogre_burst2 = [ $shoot2, ogre_burst3 ] { ai_face(); };
void() ogre_burst3 = [ $shoot3, ogre_nail5 ] { ai_face(); OgreFireGrenade(700); };
void() ogre_pain1 = [ $pain1, ogre_pain2 ] {};
void() ogre_pain2 = [ $pain2, ogre_pain3 ] {};
void() ogre_pain3 = [ $pain3, ogre_pain4 ] {};
void() ogre_pain4 = [ $pain4, ogre_pain5 ] {};
void() ogre_pain5 = [ $pain5, ogre_run1 ] {};
void() ogre_painb1 = [ $painb1, ogre_painb2 ] {};
void() ogre_painb2 = [ $painb2, ogre_painb3 ] {};
void() ogre_painb3 = [ $painb3, ogre_run1 ] {};
void() ogre_painc1 = [ $painc1, ogre_painc2 ] {};
void() ogre_painc2 = [ $painc2, ogre_painc3 ] {};
void() ogre_painc3 = [ $painc3, ogre_painc4 ] {};
void() ogre_painc4 = [ $painc4, ogre_painc5 ] {};
void() ogre_painc5 = [ $painc5, ogre_painc6 ] {};
void() ogre_painc6 = [ $painc6, ogre_run1 ] {};
void() ogre_paind1 = [ $paind1, ogre_paind2 ] {};
void() ogre_paind2 = [ $paind2, ogre_paind3 ] { ai_pain(10); };
void() ogre_paind3 = [ $paind3, ogre_paind4 ] { ai_pain(9); };
void() ogre_paind4 = [ $paind4, ogre_paind5 ] { ai_pain(4); };
void() ogre_paind5 = [ $paind5, ogre_paind6 ] {};
void() ogre_paind6 = [ $paind6, ogre_paind7 ] {};
void() ogre_paind7 = [ $paind7, ogre_paind8 ] {};
void() ogre_paind8 = [ $paind8, ogre_paind9 ] {};
void() ogre_paind9 = [ $paind9, ogre_paind10 ] {};
void() ogre_paind10 = [ $paind10, ogre_paind11 ] {};
void() ogre_paind11 = [ $paind11, ogre_paind12 ] {};
void() ogre_paind12 = [ $paind12, ogre_paind13 ] {};
void() ogre_paind13 = [ $paind13, ogre_paind14 ] {};
void() ogre_paind14 = [ $paind14, ogre_paind15 ] {};
void() ogre_paind15 = [ $paind15, ogre_paind16 ] {};
void() ogre_paind16 = [ $paind16, ogre_run1 ] {};
void() ogre_paine1 = [ $paine1, ogre_paine2 ] {};
void() ogre_paine2 = [ $paine2, ogre_paine3 ] { ai_pain(10); };
void() ogre_paine3 = [ $paine3, ogre_paine4 ] { ai_pain(9); };
void() ogre_paine4 = [ $paine4, ogre_paine5 ] { ai_pain(4); };
void() ogre_paine5 = [ $paine5, ogre_paine6 ] {};
void() ogre_paine6 = [ $paine6, ogre_paine7 ] {};
void() ogre_paine7 = [ $paine7, ogre_paine8 ] {};
void() ogre_paine8 = [ $paine8, ogre_paine9 ] {};
void() ogre_paine9 = [ $paine9, ogre_paine10 ] {};
void() ogre_paine10 = [ $paine10, ogre_paine11 ] {};
void() ogre_paine11 = [ $paine11, ogre_paine12 ] {};
void() ogre_paine12 = [ $paine12, ogre_paine13 ] {};
void() ogre_paine13 = [ $paine13, ogre_paine14 ] {};
void() ogre_paine14 = [ $paine14, ogre_paine15 ] {};
void() ogre_paine15 = [ $paine15, ogre_run1 ] {};
void(entity attacker, float damage) ogre_pain =
{
float r;
// don't make multiple pain sounds right after each other
if (self.pain_finished > time)
return;
sound(self, CHAN_VOICE, "ogre/ogpain1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
{
ogre_pain1();
self.pain_finished = time + 1;
}
else if (r < 0.5)
{
ogre_painb1();
self.pain_finished = time + 1;
}
else if (r < 0.75)
{
ogre_painc1();
self.pain_finished = time + 1;
}
else if (r < 0.88)
{
ogre_paind1();
self.pain_finished = time + 2;
}
else
{
ogre_paine1();
self.pain_finished = time + 2;
}
};
void() ogre_die1 = [ $death1, ogre_die2 ] {};
void() ogre_die2 = [ $death2, ogre_die3 ] {};
void() ogre_die3 = [ $death3, ogre_die4 ]
{
self.solid = SOLID_NOT;
self.ammo_rockets = 2;
DropBackpack();
};
void() ogre_die4 = [ $death4, ogre_die5 ] {};
void() ogre_die5 = [ $death5, ogre_die6 ] {};
void() ogre_die6 = [ $death6, ogre_die7 ] {};
void() ogre_die7 = [ $death7, ogre_die8 ] {};
void() ogre_die8 = [ $death8, ogre_die9 ] {};
void() ogre_die9 = [ $death9, ogre_die10 ] {};
void() ogre_die10 = [ $death10, ogre_die11 ] {};
void() ogre_die11 = [ $death11, ogre_die12 ] {};
void() ogre_die12 = [ $death12, ogre_die13 ] {};
void() ogre_die13 = [ $death13, ogre_die14 ] {};
void() ogre_die14 = [ $death14, ogre_die14 ] {};
void() ogre_bdie1 = [ $bdeath1, ogre_bdie2 ] {};
void() ogre_bdie2 = [ $bdeath2, ogre_bdie3 ] { ai_forward(5); };
void() ogre_bdie3 = [ $bdeath3, ogre_bdie4 ]
{
self.solid = SOLID_NOT;
self.ammo_rockets = 2;
DropBackpack();
};
void() ogre_bdie4 = [ $bdeath4, ogre_bdie5 ] { ai_forward(1); };
void() ogre_bdie5 = [ $bdeath5, ogre_bdie6 ] { ai_forward(3); };
void() ogre_bdie6 = [ $bdeath6, ogre_bdie7 ] { ai_forward(7); };
void() ogre_bdie7 = [ $bdeath7, ogre_bdie8 ] { ai_forward(25); };
void() ogre_bdie8 = [ $bdeath8, ogre_bdie9 ] {};
void() ogre_bdie9 = [ $bdeath9, ogre_bdie10 ] {};
void() ogre_bdie10 = [ $bdeath10, ogre_bdie10 ] {};
void() ogre_die =
{
// check for gib
if (self.health < -80)
{
sound(self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead("progs/h_ogre.mdl", self.health);
ThrowGib("progs/gib3.mdl", self.health);
ThrowGib("progs/gib3.mdl", self.health);
ThrowGib("progs/gib3.mdl", self.health);
return;
}
sound(self, CHAN_VOICE, "ogre/ogdth.wav", 1, ATTN_NORM);
if (random() < 0.5)
ogre_die1();
else
ogre_bdie1();
};
void() ogre_melee =
{
if (random() > 0.5)
ogre_smash1();
else
ogre_swing1();
};
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_ogre =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model("progs/ogre.mdl");
precache_model("progs/h_ogre.mdl");
precache_model("progs/grenade.mdl");
precache_sound("ogre/ogdrag.wav");
precache_sound("ogre/ogdth.wav");
precache_sound("ogre/ogidle.wav");
precache_sound("ogre/ogidle2.wav");
precache_sound("ogre/ogpain1.wav");
precache_sound("ogre/ogsawatk.wav");
precache_sound("ogre/ogwake.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel(self, "progs/ogre.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 200;
self.th_stand = ogre_stand1;
self.th_walk = ogre_walk1;
self.th_run = ogre_run1;
self.th_die = ogre_die;
self.th_melee = ogre_melee;
self.th_missile = ogre_nail1;
self.th_pain = ogre_pain;
walkmonster_start();
};
void() monster_ogre_marksman =
{
monster_ogre();
};