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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ SHAMBLER,
4 /* function   */ m_shambler,
5 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
6 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
7 /* model      */ "shambler.mdl",
8 /* netname    */ "shambler",
9 /* fullname   */ _("Shambler")
10 );
11
12 #define SHAMBLER_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_smash_damage) \
15         MON_ADD_CVAR(monster, attack_claw_damage) \
16         MON_ADD_CVAR(monster, attack_lightning_damage) \
17         MON_ADD_CVAR(monster, speed_stop) \
18         MON_ADD_CVAR(monster, speed_run) \
19         MON_ADD_CVAR(monster, speed_walk) 
20
21 #ifdef SVQC
22 SHAMBLER_SETTINGS(shambler)
23 #endif // SVQC
24 #else
25 #ifdef SVQC
26 const float shambler_anim_stand         = 0;
27 const float shambler_anim_walk          = 1;
28 const float shambler_anim_run           = 2;
29 const float shambler_anim_smash         = 3;
30 const float shambler_anim_swingr        = 4;
31 const float shambler_anim_swingl        = 5;
32 const float shambler_anim_magic         = 6;
33 const float shambler_anim_pain          = 7;
34 const float shambler_anim_death         = 8;
35
36 void shambler_smash()
37 {
38         monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), shambler_anim_smash, self.attack_range, 0.4, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
39 }
40
41 void shambler_delayedsmash()
42 {
43         monsters_setframe(shambler_anim_smash);
44         defer(0.7, shambler_smash);
45         self.attack_finished_single = time + 1.1;
46 }
47
48 void shambler_swing()
49 {
50         float r = (random() < 0.5);
51         monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
52         if(r)
53                 defer(0.5, shambler_swing);
54 }
55
56 void CastLightning()
57 {
58         local vector org, dir;
59         //vector v = '0 0 0';
60
61         self.effects |= EF_MUZZLEFLASH;
62
63         org = self.origin + '0 0 40';
64
65         dir = self.enemy.origin + '0 0 16' - org;
66         dir = normalize (dir);
67
68         traceline (org, self.origin + dir * 1000, TRUE, self);
69                 
70         FireRailgunBullet (org, org + dir * 1000, MON_CVAR(shambler, attack_lightning_damage) * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
71         
72         // teamcolor / hit beam effect
73         //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
74         //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
75         
76         te_csqc_lightningarc(org, trace_endpos);
77 }
78
79 float shambler_attack(float attack_type)
80 {
81         switch(attack_type)
82         {
83                 case MONSTER_ATTACK_MELEE:
84                 {
85                         float chance = random();
86
87                         if(chance > 0.6)
88                                 shambler_delayedsmash();
89                         else
90                                 shambler_swing();
91                         
92                         return TRUE;
93                 }
94                 case MONSTER_ATTACK_RANGED:
95                 {
96                         monsters_setframe(shambler_anim_magic);
97                         self.attack_finished_single = time + 1.1;
98                         defer(0.6, CastLightning);
99                         
100                         return TRUE;
101                 }
102         }
103         
104         return FALSE;
105 }
106
107 void spawnfunc_monster_shambler()
108 {
109         self.classname = "monster_shambler";
110         
111         self.monster_spawnfunc = spawnfunc_monster_shambler;
112         
113         if(Monster_CheckAppearFlags(self))
114                 return;
115         
116         if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
117 }
118
119 float m_shambler(float req)
120 {
121         switch(req)
122         {
123                 case MR_THINK:
124                 {
125                         monster_move(MON_CVAR(shambler, speed_run), MON_CVAR(shambler, speed_walk), MON_CVAR(shambler, speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
126                         return TRUE;
127                 }
128                 case MR_DEATH:
129                 {
130                         monsters_setframe(shambler_anim_death);
131                         return TRUE;
132                 }
133                 case MR_SETUP:
134                 {
135                         if not(self.health) self.health = MON_CVAR(shambler, health);
136                         if not(self.attack_range) self.attack_range = 150;
137                         
138                         self.monster_loot = spawnfunc_item_health_mega;
139                         self.monster_attackfunc = shambler_attack;
140                         monsters_setframe(shambler_anim_stand);
141                         self.weapon = WEP_NEX;
142                         
143                         return TRUE;
144                 }
145                 case MR_INIT:
146                 {
147                         // nothing
148                         return TRUE;
149                 }
150                 case MR_CONFIG:
151                 {
152                         MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
153                         return TRUE;
154                 }
155         }
156         
157         return TRUE;
158 }
159
160 #endif // SVQC
161 #ifdef CSQC
162 float m_shambler(float req)
163 {
164         switch(req)
165         {
166                 case MR_DEATH:
167                 {
168                         // nothing
169                         return TRUE;
170                 }
171                 case MR_INIT:
172                 {
173                         precache_model ("models/monsters/shambler.mdl");
174                         return TRUE;
175                 }
176         }
177         
178         return TRUE;
179 }
180
181 #endif // CSQC
182 #endif // REGISTER_MONSTER