Title    : Charge Missiles
Filename : charge.zip
Version  : 4.2b
Date     : March 3, 1998 (3/3/98)
Author   : Patrick Martin
Email    : cimartin@flash.net


Type of Mod
-----------
Quake C  : Yes (Type:  Weapons)
Sound    : No
MDL      : No


Format of QuakeC
----------------
unified diff  : No
context diff  : No
.qc files     : Yes
progs.dat     : No


Construction
----------------
Base           : New code added to some standard qc files.
Build Time     : Days.
Editor(s) used : MS-DOS text editor and ProQCC v1.60.
Hardware used  : Pentium-100 with 16MB RAM and Quake v1.06.
Known Bugs     : None.
Impulses       : 119 -- Select charge missiles.
                 120 -- Quick shot.
                 121-123 -- Conversion.


Description of the Modification
-------------------------------
     This gives the player a new weapon, or rather, a new ability.
The player can shoot charge missiles.  (I sometimes call them magic
missiles.)  The weapon is free -- you always possess this ability
and it does not require any ammo.  (It is powered by your inner
strength.)  To select it, you can either press '1' after you
select the axe or type "IMPULSE 119" at the console.

     You automatically accumulate energy up to 100%.  Such
energy is stored as "ammo".  When you select the charge missiles,
the energy is displayed as a percentange points in the status bar.
Each point (usually) represents two points of damage.  It is
possible to increase the percentange to a maximum of 200%.

     Your recharge rate is time based, and the speed of the
recharge rate depends your current weapon.  If your current
weapon is the charge missile, you gain a point for every
0.6 second; hence, you will gain a full charge in one minute.
If your current weapon is anything else, the normal recharge
rate is slowed down by a factor of ten.

     To launch a charge missile, you must press AND hold the
fire button for some period of time (however brief) before you
release it.  When you hold the fire button, your energy will
deplete quickly as the missile powers up just as quickly.
Thus, you can select the power of your missile easily.
If you change weapons while you are powering up the missile,
you will get all your depleted energy back.  Releasing the
fire button will launch your missile.  The more energy in the
missile, the faster and more damaging (and explosive) the
missile becomes.  (Also, see below at QUICK SHOT.)
If you expend more than 100% of energy, then two missiles
are shot.  In this case, each missile gets 62.5% explosive
power of the energy spent, and a direct hit will inflict
120% of the missiles' explosive power.  In other words,
two missiles are better than one.

     You start with no charge.  You can save charged energy
for later use.  However, if your charge is greater than 100%
when you exit a level, it is capped off at 100% at the start
of the next level.

     A couple of power-ups will help you charge up:

QUAD DAMAGE:
     In addition to its normal function, it lets you charge
     up energy four times more quickly while the powerup lasts.
     It will NOT multiply energy gained from any sort of
     conversion techniques.

PENTAGRAM OF PROTECTION:
     This gives you the option of 'Supercharging' (see
     Impulse 121-123 below), which can easily boost your
     charge to the absolute max.

     Some impulse commands are added:

IMPULSE 119 -- SELECT CHARGE MISSILES
     You immediately select charge missiles as your weapon.

IMPULSE 120 -- QUICK SHOT
     This immediately puts all of your energy up to 100% in
     a charge missile and launches it.  This bypasses the
     usual method of firing the missile.  Quite useful.

IMPULSE 121 -- CONVERT  10 LIFE -> ENERGY / SUPERCHARGE
IMPULSE 122 -- CONVERT  20 LIFE -> ENERGY / SUPERCHARGE
IMPULSE 123 -- CONVERT 100 LIFE -> ENERGY / SUPERCHARGE
     This lets you sacrifice health for a much faster buildup
     of energy.  For each point of health, 1 percent of energy
     is charged.  You can only convert life to energy if:

       * your current weapon is the charge missile,
       * you do not have a full charge,
       * you are not holding down the fire button,
       * you do not have a Pentagram of Protection,
       * AND your health is greater than 50.

     If you have a pentagram and it is not about to expire,
     you will draw power from the pentagram instead of your
     life force.  One second of pentagram time drained yields
     10 percentange points.  After you do this, the pentagram
     will burn out in three seconds.

     Conversion techniques are the only way to boost your
     charge past 100 and up to 200.


How to Install the Modification
-------------------------------
A new progs.src is included.

qc files included are:
  * charge.qc     * client.qc     * items.qc
  * pmmisc.qc     * weapons.qc


How to Use:
* If you don't have a QuakeC compiler, get one now!
   QC106PAC.ZIP is a great QuakeC package.

* Create a subdirectory called CHARGE inside the QUAKE directory.

* Create a PROGS subdirectory inside inside the CHARGE directory.

* Place all the qc and src files and the compiler in the PROGS
   subdirectory.  Overwrite any original files with the new
   files in this zip.

* Compile a new progs.dat.

* Change to the QUAKE directory and type 'Quake -game charge'.


Revision History
----------------
3/1/98:
   version 4.2b
   * Removed world.qc.

9/14/97:
   version 4.2a
   * Updated some .qc files (code maintainence).

7/27/97:
   version 4.2
   * Maximum damage is 600.
   * Flash effects removed.

6/29/97:
   version 4.1
   * Maximum damage is 500 (two shots fired at 200%).
   * Updated some .qc files.

6/23/97:
   version 4.0
   * Recharge rate is time based.
   * Energy meter displays a percentance (as in v2.0).
   * You automatically recharge up to 100%.
   * Two missiles may be fired at once.
   * Maximum damage is 600 (two shots fired at 250%).
   * A very powerful missile produces a blinding flash
      when it explodes.

5/3/97:
   version 3.0
   * Toned down the missile even more.  Only one missile is
      fired and it can inflict a maximum of 250 points of damage.
   * Holding down the fire button before releasing it selects
      the power of the missile.
   * Life conversion is done at the touch of a button,
      instead of toggling on or off a conversion mode.
   * Energy meter displays damage instead of a percentange.
   * Removed pentagram cheat.

4/20/97:
   version 2.0
   * Charging is automatic -- you no longer hold down the fire
      button to buildup energy.
   * Energy is treated like ammo and it can be saved for
      later use.
   * Energy meter is replaced by an energy percentange meter.
      The meter is displayed as "ammo" in the status bar.
   * Greatly toned down the weapon.  Charging is slower
      than before, and the maximum damage is 500.  This
      is compensated by the new features.
   * Charge missiles do NO base damage.
   * Shamblers take full damage from direct hits.
      (They still take half damage from the explosions.)
   * You can shoot missiles without expending all energy.
   * Life to energy conversion is possible.
   * Using The Force gives you energy instead of firing
      charged missiles.
   * A charge missile that can inflict over 200 points of
      damage will gib its target if the target dies.

3/24/97:
   version 1.1
   * A charge missile that is fully charged will ALWAYS gib
      its target if the target dies.  (This lets the remaining
      projectiles strike monsters behind the target, if any.)
   * Base damage of the energy spike is reduced from 10 to 5.

3/22/97:
   version 1.0
   * First release.


Credits
-------
* ID for creating Doom, Doom][, and Quake.
* Rob Albin for QC106PAC.ZIP.
* Lee Smith for PROQC160.ZIP.
* Olivier Montanuy and Ferrara Francesco for the QuakeC manual.
* Mom and Dad for plenty of good stuff.
* God!


Author Information
------------------
I am a 26 college graduate with one degree in mathematics
and another degree in computer science.  I currently live
in Edmond, Oklahoma (which is in the United States).

I am currently a member of The Coven.  Webpage is at -
   http://www.planetquake.com/TheCoven/

I am also the author of the following Doom][ and Quake stuff:

  DOOM][ levels
BLAKGATE   DARKEDEN   PM1523

  Quake QC mods
ARCHSHAM   BOXFIX     BREATH     BUSTER     CHARGE
CHOKE      CRANKED    DKNIGHT    DOOMSHOT   DRAGONS
GASBOMB    LOB_AI     NAPALM     RESPAWN

  Quake2 DLL mods
NAPALM2


Copyright and Distribution Permissions
--------------------------------------
You MAY distribute this mod, provided you include this text
unaltered.  If you want to place this mod on any medium such
as (but NOT limited to) a disk or CD for commerical
distribution, please contact me first.


Disclaimer
----------
The author of this mod is NOT responsible for any damage caused
by the use of this mod!  If your computer malfunctions, you are
on your own.  To put it another way, use this mod at your own risk.


Availability
------------
ftp.cdrom.com
