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boss.qc
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boss.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.
*/
/*
==============================================================================
BOSS-ONE
==============================================================================
*/
$cd /raid/quake/id1/models/boss1
$origin 0 0 -15
$base base
$skin skin
$scale 5
$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
void(vector p) boss_missile;
void() boss_face =
{
// go for another player if multi player
if (self.enemy.health <= 0 || random() < 0.02)
{
self.enemy = find(self.enemy, classname, "player");
if (!self.enemy)
self.enemy = find(self.enemy, classname, "player");
}
ai_face();
};
void() boss_rise1 = [ $rise1, boss_rise2 ] { sound(self, CHAN_WEAPON, "boss1/out1.wav", 1, ATTN_NORM); };
void() boss_rise2 = [ $rise2, boss_rise3 ] { sound(self, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM); };
void() boss_rise3 = [ $rise3, boss_rise4 ] {};
void() boss_rise4 = [ $rise4, boss_rise5 ] {};
void() boss_rise5 = [ $rise5, boss_rise6 ] {};
void() boss_rise6 = [ $rise6, boss_rise7 ] {};
void() boss_rise7 = [ $rise7, boss_rise8 ] {};
void() boss_rise8 = [ $rise8, boss_rise9 ] {};
void() boss_rise9 = [ $rise9, boss_rise10 ] {};
void() boss_rise10 = [ $rise10, boss_rise11 ] {};
void() boss_rise11 = [ $rise11, boss_rise12 ] {};
void() boss_rise12 = [ $rise12, boss_rise13 ] {};
void() boss_rise13 = [ $rise13, boss_rise14 ] {};
void() boss_rise14 = [ $rise14, boss_rise15 ] {};
void() boss_rise15 = [ $rise15, boss_rise16 ] {};
void() boss_rise16 = [ $rise16, boss_rise17 ] {};
void() boss_rise17 = [ $rise17, boss_missile1 ] {};
void() boss_idle1 = [ $walk1, boss_idle2 ]
{
// look for other players
};
void() boss_idle2 = [ $walk2, boss_idle3 ] { boss_face(); };
void() boss_idle3 = [ $walk3, boss_idle4 ] { boss_face(); };
void() boss_idle4 = [ $walk4, boss_idle5 ] { boss_face(); };
void() boss_idle5 = [ $walk5, boss_idle6 ] { boss_face(); };
void() boss_idle6 = [ $walk6, boss_idle7 ] { boss_face(); };
void() boss_idle7 = [ $walk7, boss_idle8 ] { boss_face(); };
void() boss_idle8 = [ $walk8, boss_idle9 ] { boss_face(); };
void() boss_idle9 = [ $walk9, boss_idle10 ] { boss_face(); };
void() boss_idle10 = [ $walk10, boss_idle11 ] { boss_face(); };
void() boss_idle11 = [ $walk11, boss_idle12 ] { boss_face(); };
void() boss_idle12 = [ $walk12, boss_idle13 ] { boss_face(); };
void() boss_idle13 = [ $walk13, boss_idle14 ] { boss_face(); };
void() boss_idle14 = [ $walk14, boss_idle15 ] { boss_face(); };
void() boss_idle15 = [ $walk15, boss_idle16 ] { boss_face(); };
void() boss_idle16 = [ $walk16, boss_idle17 ] { boss_face(); };
void() boss_idle17 = [ $walk17, boss_idle18 ] { boss_face(); };
void() boss_idle18 = [ $walk18, boss_idle19 ] { boss_face(); };
void() boss_idle19 = [ $walk19, boss_idle20 ] { boss_face(); };
void() boss_idle20 = [ $walk20, boss_idle21 ] { boss_face(); };
void() boss_idle21 = [ $walk21, boss_idle22 ] { boss_face(); };
void() boss_idle22 = [ $walk22, boss_idle23 ] { boss_face(); };
void() boss_idle23 = [ $walk23, boss_idle24 ] { boss_face(); };
void() boss_idle24 = [ $walk24, boss_idle25 ] { boss_face(); };
void() boss_idle25 = [ $walk25, boss_idle26 ] { boss_face(); };
void() boss_idle26 = [ $walk26, boss_idle27 ] { boss_face(); };
void() boss_idle27 = [ $walk27, boss_idle28 ] { boss_face(); };
void() boss_idle28 = [ $walk28, boss_idle29 ] { boss_face(); };
void() boss_idle29 = [ $walk29, boss_idle30 ] { boss_face(); };
void() boss_idle30 = [ $walk30, boss_idle31 ] { boss_face(); };
void() boss_idle31 = [ $walk31, boss_idle1 ] { boss_face(); };
void() boss_missile1 = [ $attack1, boss_missile2 ] { boss_face(); };
void() boss_missile2 = [ $attack2, boss_missile3 ] { boss_face(); };
void() boss_missile3 = [ $attack3, boss_missile4 ] { boss_face(); };
void() boss_missile4 = [ $attack4, boss_missile5 ] { boss_face(); };
void() boss_missile5 = [ $attack5, boss_missile6 ] { boss_face(); };
void() boss_missile6 = [ $attack6, boss_missile7 ] { boss_face(); };
void() boss_missile7 = [ $attack7, boss_missile8 ] { boss_face(); };
void() boss_missile8 = [ $attack8, boss_missile9 ] { boss_face(); };
void() boss_missile9 = [ $attack9, boss_missile10 ] { boss_missile('100 100 200'); };
void() boss_missile10 = [ $attack10, boss_missile11 ] { boss_face(); };
void() boss_missile11 = [ $attack11, boss_missile12 ] { boss_face(); };
void() boss_missile12 = [ $attack12, boss_missile13 ] { boss_face(); };
void() boss_missile13 = [ $attack13, boss_missile14 ] { boss_face(); };
void() boss_missile14 = [ $attack14, boss_missile15 ] { boss_face(); };
void() boss_missile15 = [ $attack15, boss_missile16 ] { boss_face(); };
void() boss_missile16 = [ $attack16, boss_missile17 ] { boss_face(); };
void() boss_missile17 = [ $attack17, boss_missile18 ] { boss_face(); };
void() boss_missile18 = [ $attack18, boss_missile19 ] { boss_face(); };
void() boss_missile19 = [ $attack19, boss_missile20 ] { boss_face(); };
void() boss_missile20 = [ $attack20, boss_missile21 ] { boss_missile('100 -100 200'); };
void() boss_missile21 = [ $attack21, boss_missile22 ] { boss_face(); };
void() boss_missile22 = [ $attack22, boss_missile23 ] { boss_face(); };
void() boss_missile23 = [ $attack23, boss_missile1 ] { boss_face(); };
void() boss_shocka1 = [ $shocka1, boss_shocka2 ] {};
void() boss_shocka2 = [ $shocka2, boss_shocka3 ] {};
void() boss_shocka3 = [ $shocka3, boss_shocka4 ] {};
void() boss_shocka4 = [ $shocka4, boss_shocka5 ] {};
void() boss_shocka5 = [ $shocka5, boss_shocka6 ] {};
void() boss_shocka6 = [ $shocka6, boss_shocka7 ] {};
void() boss_shocka7 = [ $shocka7, boss_shocka8 ] {};
void() boss_shocka8 = [ $shocka8, boss_shocka9 ] {};
void() boss_shocka9 = [ $shocka9, boss_shocka10 ] {};
void() boss_shocka10 = [ $shocka10, boss_missile1 ] {};
void() boss_shockb1 = [ $shockb1, boss_shockb2 ] {};
void() boss_shockb2 = [ $shockb2, boss_shockb3 ] {};
void() boss_shockb3 = [ $shockb3, boss_shockb4 ] {};
void() boss_shockb4 = [ $shockb4, boss_shockb5 ] {};
void() boss_shockb5 = [ $shockb5, boss_shockb6 ] {};
void() boss_shockb6 = [ $shockb6, boss_shockb7 ] {};
void() boss_shockb7 = [ $shockb1, boss_shockb8 ] {};
void() boss_shockb8 = [ $shockb2, boss_shockb9 ] {};
void() boss_shockb9 = [ $shockb3, boss_shockb10 ] {};
void() boss_shockb10 = [ $shockb4, boss_missile1 ] {};
void() boss_shockc1 = [ $shockc1, boss_shockc2 ] {};
void() boss_shockc2 = [ $shockc2, boss_shockc3 ] {};
void() boss_shockc3 = [ $shockc3, boss_shockc4 ] {};
void() boss_shockc4 = [ $shockc4, boss_shockc5 ] {};
void() boss_shockc5 = [ $shockc5, boss_shockc6 ] {};
void() boss_shockc6 = [ $shockc6, boss_shockc7 ] {};
void() boss_shockc7 = [ $shockc7, boss_shockc8 ] {};
void() boss_shockc8 = [ $shockc8, boss_shockc9 ] {};
void() boss_shockc9 = [ $shockc9, boss_shockc10 ] {};
void() boss_shockc10 = [ $shockc10, boss_death1 ] {};
void() boss_death1 = [ $death1, boss_death2 ] { sound(self, CHAN_VOICE, "boss1/death.wav", 1, ATTN_NORM); };
void() boss_death2 = [ $death2, boss_death3 ] {};
void() boss_death3 = [ $death3, boss_death4 ] {};
void() boss_death4 = [ $death4, boss_death5 ] {};
void() boss_death5 = [ $death5, boss_death6 ] {};
void() boss_death6 = [ $death6, boss_death7 ] {};
void() boss_death7 = [ $death7, boss_death8 ] {};
void() boss_death8 = [ $death8, boss_death9 ] {};
void() boss_death9 = [ $death9, boss_death10 ]
{
sound(self, CHAN_BODY, "boss1/out1.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);
};
void() boss_death10 = [ $death9, boss_death10 ]
{
killed_monsters = killed_monsters + 1;
WriteByte(MSG_ALL, SVC_KILLEDMONSTER); // FIXME: reliable broadcast
SUB_UseTargets();
remove(self);
};
void(vector p) boss_missile =
{
vector offang;
vector org, vec, d;
float t;
offang = vectoangles(self.enemy.origin - self.origin);
makevectors(offang);
org = self.origin + p_x*v_forward + p_y*v_right + p_z*'0 0 1';
// lead the player on hard mode
if (skill > 1)
{
t = vlen(self.enemy.origin - org) / 300;
vec = self.enemy.velocity;
vec_z = 0;
d = self.enemy.origin + t * vec;
}
else
{
d = self.enemy.origin;
}
vec = normalize(d - org);
launch_spike(org, vec);
setmodel(newmis, "progs/lavaball.mdl");
newmis.avelocity = '200 100 300';
setsize(newmis, VEC_ORIGIN, VEC_ORIGIN);
newmis.velocity = vec*300;
newmis.touch = T_MissileTouch; // rocket explosion
sound(self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);
// check for dead enemy
if (self.enemy.health <= 0)
boss_idle1();
};
void() boss_awake =
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage = DAMAGE_NO;
setmodel(self, "progs/boss.mdl");
setsize(self, '-128 -128 -24', '128 128 256');
if (skill == 0)
self.health = 1;
else
self.health = 3;
self.enemy = activator;
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);
self.yaw_speed = 20;
boss_rise1();
};
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
*/
void() monster_boss =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model("progs/boss.mdl");
precache_model("progs/lavaball.mdl");
precache_sound("weapons/rocket1i.wav");
precache_sound("boss1/out1.wav");
precache_sound("boss1/sight1.wav");
precache_sound("misc/power.wav");
precache_sound("boss1/throw.wav");
precache_sound("boss1/pain.wav");
precache_sound("boss1/death.wav");
total_monsters = total_monsters + 1;
self.use = boss_awake;
};
//===========================================================================
entity le1, le2;
float lightning_end;
void() lightning_fire =
{
vector p1, p2;
if (time >= lightning_end)
{ // done here, put the terminals back up
self = le1;
door_go_down();
self = le2;
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("missing lightning targets\n");
return;
}
if ((le1.state != STATE_TOP && le1.state != STATE_BOTTOM)
|| (le2.state != STATE_TOP && le2.state != STATE_BOTTOM)
|| (le1.state != le2.state))
{
// dprint("not aligned\n");
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, "boss1/pain.wav", 1, ATTN_NORM);
self.health = self.health - 1;
if (self.health >= 2)
boss_shocka1();
else if (self.health == 1)
boss_shockb1();
else if (self.health == 0)
boss_shockc1();
}
};
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
Just for boss level.
*/
void() event_lightning =
{
self.use = lightning_use;
};