X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fshambler.qc;h=55e0f46e95413053bd525a6ce185437b17c06c88;hb=9a3b01ba5da2726001a5ed74645a15ce764a3675;hp=12ff5dc891de1be28de7d0e1e083bca4f4cd5337;hpb=f2c50fe4e6218a0a1bb0ca078ee122c5ba6a238d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc index 12ff5dc89..55e0f46e9 100644 --- a/qcsrc/common/monsters/monster/shambler.qc +++ b/qcsrc/common/monsters/monster/shambler.qc @@ -1,20 +1,28 @@ -#ifdef REGISTER_MONSTER -REGISTER_MONSTER( +#ifndef MENUQC +bool M_Shambler(int); +#endif +REGISTER_MONSTER_SIMPLE( /* MON_##id */ SHAMBLER, -/* function */ m_shambler, /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED, /* mins,maxs */ '-41 -41 -31', '41 41 65', /* model */ "shambler.mdl", /* netname */ "shambler", /* fullname */ _("Shambler") -); +) { +#ifndef MENUQC + this.monster_func = M_Shambler; + this.monster_func(MR_PRECACHE); +#endif +} -#else #ifdef SVQC float autocvar_g_monster_shambler_health; +float autocvar_g_monster_shambler_damageforcescale = 0.1; float autocvar_g_monster_shambler_attack_smash_damage; +float autocvar_g_monster_shambler_attack_smash_range; float autocvar_g_monster_shambler_attack_claw_damage; float autocvar_g_monster_shambler_attack_lightning_damage; +float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15; float autocvar_g_monster_shambler_attack_lightning_force; float autocvar_g_monster_shambler_attack_lightning_radius; float autocvar_g_monster_shambler_attack_lightning_radius_zap; @@ -24,6 +32,7 @@ float autocvar_g_monster_shambler_speed_stop; float autocvar_g_monster_shambler_speed_run; float autocvar_g_monster_shambler_speed_walk; +/* const float shambler_anim_stand = 0; const float shambler_anim_walk = 1; const float shambler_anim_run = 2; @@ -33,38 +42,41 @@ const float shambler_anim_swingl = 5; const float shambler_anim_magic = 6; const float shambler_anim_pain = 7; const float shambler_anim_death = 8; +*/ .float shambler_lastattack; // delay attacks separately -void shambler_smash() -{ +void M_Shambler_Attack_Smash() +{SELFPARAM(); makevectors(self.angles); - pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1); - sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1); + sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); + + // RadiusDamage does NOT support custom starting location, which means we must use this hack... - tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self); + tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self); if(trace_ent.takedamage) - Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin)); + Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin)); } -void shambler_swing() -{ +void M_Shambler_Attack_Swing() +{SELFPARAM(); float r = (random() < 0.5); - monster_melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true); - if(r) + if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true)) { - defer(0.5, shambler_swing); + Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing); self.attack_finished_single += 0.5; + self.anim_finished = self.attack_finished_single; } } -void shambler_lightning_explode() -{ +void M_Shambler_Attack_Lightning_Explode() +{SELFPARAM(); entity head; - sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM); - pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1); + sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1); self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -79,15 +91,15 @@ void shambler_lightning_explode() for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage) { te_csqc_lightningarc(self.origin, head.origin); - Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0'); + Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0'); } self.think = SUB_Remove; self.nextthink = time + 0.2; } -void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) -{ +void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{SELFPARAM(); if (self.health <= 0) return; @@ -100,26 +112,26 @@ void shambler_lightning_damage(entity inflictor, entity attacker, float damage, W_PrepareExplosionByDamage(attacker, self.use); } -void shambler_lightning_touch() -{ +void M_Shambler_Attack_Lightning_Touch() +{SELFPARAM(); PROJECTILE_TOUCH; self.use (); } -void shambler_lightning_think() -{ +void M_Shambler_Attack_Lightning_Think() +{SELFPARAM(); self.nextthink = time; if (time > self.cnt) { other = world; - shambler_lightning_explode(); + M_Shambler_Attack_Lightning_Explode(); return; } } -void shambler_lightning() -{ +void M_Shambler_Attack_Lightning() +{SELFPARAM(); entity gren; monster_makevectors(self.enemy); @@ -138,14 +150,14 @@ void shambler_lightning() gren.cnt = time + 5; gren.nextthink = time; - gren.think = shambler_lightning_think; - gren.use = shambler_lightning_explode; - gren.touch = shambler_lightning_touch; + gren.think = M_Shambler_Attack_Lightning_Think; + gren.use = M_Shambler_Attack_Lightning_Explode; + gren.touch = M_Shambler_Attack_Lightning_Touch; gren.takedamage = DAMAGE_YES; gren.health = 50; gren.damageforcescale = 0; - gren.event_damage = shambler_lightning_damage; + gren.event_damage = M_Shambler_Attack_Lightning_Damage; gren.damagedbycontents = true; gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_attack_lightning_speed_up), 0, 0, false); @@ -156,33 +168,39 @@ void shambler_lightning() CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true); } -float shambler_attack(float attack_type) -{ +float M_Shambler_Attack(float attack_type) +{SELFPARAM(); switch(attack_type) { case MONSTER_ATTACK_MELEE: { - shambler_swing(); + M_Shambler_Attack_Swing(); return true; } case MONSTER_ATTACK_RANGED: { + float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin); + if(time >= self.shambler_lastattack) // shambler doesn't attack much if(self.flags & FL_ONGROUND) - if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500) + if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range) { - self.frame = shambler_anim_smash; - defer(0.7, shambler_smash); + setanim(self, self.anim_melee2, true, true, false); + Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash); self.attack_finished_single = time + 1.1; - self.shambler_lastattack = time + 3; + self.anim_finished = time + 1.1; + self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack + self.shambler_lastattack = time + 3 + random() * 1.5; return true; } - else if(random() <= 0.1) // small chance, don't want this spammed + else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed { - self.frame = shambler_anim_magic; + setanim(self, self.anim_shoot, true, true, false); + self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general self.attack_finished_single = time + 1.1; - self.shambler_lastattack = time + 3; - defer(0.6, shambler_lightning); + self.anim_finished = 1.1; + self.shambler_lastattack = time + 3 + random() * 1.5; + Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning); return true; } @@ -193,63 +211,73 @@ float shambler_attack(float attack_type) return false; } -void spawnfunc_monster_shambler() -{ - self.classname = "monster_shambler"; - - if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; } -} +void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); } +#endif // SVQC -float m_shambler(float req) -{ +bool M_Shambler(int req) +{SELFPARAM(); switch(req) { + #ifdef SVQC case MR_THINK: { - monster_move((autocvar_g_monster_shambler_speed_run), (autocvar_g_monster_shambler_speed_walk), (autocvar_g_monster_shambler_speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand); + return true; + } + case MR_PAIN: + { + self.pain_finished = time + 0.5; + setanim(self, self.anim_pain1, true, true, false); return true; } case MR_DEATH: { - self.frame = shambler_anim_death; + setanim(self, self.anim_die1, false, true, true); return true; } + #endif + #ifndef MENUQC + case MR_ANIM: + { + vector none = '0 0 0'; + self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds + self.anim_walk = animfixfps(self, '1 1 1', none); + self.anim_idle = animfixfps(self, '0 1 1', none); + self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds + self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate + self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate + self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate + self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate + self.anim_run = animfixfps(self, '2 1 1', none); + + return true; + } + #endif + #ifdef SVQC case MR_SETUP: { if(!self.health) self.health = (autocvar_g_monster_shambler_health); if(!self.attack_range) self.attack_range = 150; + if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); } + if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); } + if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); } + if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); } self.monster_loot = spawnfunc_item_health_mega; - self.monster_attackfunc = shambler_attack; - self.frame = shambler_anim_stand; - self.weapon = WEP_VORTEX; + self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX + + setanim(self, self.anim_shoot, false, true, true); + self.spawn_time = self.animstate_endtime; + self.spawnshieldtime = self.spawn_time; + self.monster_attackfunc = M_Shambler_Attack; return true; } - case MR_PRECACHE: - { - precache_model("models/monsters/shambler.mdl"); - return true; - } - } - - return true; -} - -#endif // SVQC -#ifdef CSQC -float m_shambler(float req) -{ - switch(req) - { case MR_PRECACHE: { return true; } + #endif } return true; } - -#endif // CSQC -#endif // REGISTER_MONSTER