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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
1 #include "shambler.qh"
2
3 #ifdef SVQC
4 float autocvar_g_monster_shambler_health;
5 float autocvar_g_monster_shambler_damageforcescale = 0.1;
6 float autocvar_g_monster_shambler_attack_smash_damage;
7 float autocvar_g_monster_shambler_attack_smash_range;
8 float autocvar_g_monster_shambler_attack_claw_damage;
9 float autocvar_g_monster_shambler_attack_lightning_damage;
10 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
11 float autocvar_g_monster_shambler_attack_lightning_force;
12 float autocvar_g_monster_shambler_attack_lightning_radius;
13 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
14 float autocvar_g_monster_shambler_attack_lightning_speed;
15 float autocvar_g_monster_shambler_attack_lightning_speed_up;
16 float autocvar_g_monster_shambler_speed_stop;
17 float autocvar_g_monster_shambler_speed_run;
18 float autocvar_g_monster_shambler_speed_walk;
19
20 /*
21 const float shambler_anim_stand         = 0;
22 const float shambler_anim_walk          = 1;
23 const float shambler_anim_run           = 2;
24 const float shambler_anim_smash         = 3;
25 const float shambler_anim_swingr        = 4;
26 const float shambler_anim_swingl        = 5;
27 const float shambler_anim_magic         = 6;
28 const float shambler_anim_pain          = 7;
29 const float shambler_anim_death         = 8;
30 */
31
32 .float shambler_lastattack; // delay attacks separately
33
34 void M_Shambler_Attack_Smash(entity this)
35 {
36         makevectors(this.angles);
37         Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
38         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
39
40         // RadiusDamage does NOT support custom starting location, which means we must use this hack...
41
42         tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this);
43
44         if(trace_ent.takedamage)
45                 Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin));
46 }
47
48 void M_Shambler_Attack_Swing(entity this)
49 {
50         Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
51 }
52
53 #include <common/effects/qc/all.qh>
54
55 void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
56 {
57         sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
58         Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
59
60         this.event_damage = func_null;
61         this.takedamage = DAMAGE_NO;
62         set_movetype(this, MOVETYPE_NONE);
63         this.velocity = '0 0 0';
64
65         if(this.move_movetype == MOVETYPE_NONE)
66                 this.velocity = this.oldvelocity;
67
68         RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
69                                         NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
70
71         FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
72         {
73                 te_csqc_lightningarc(this.origin, it.origin);
74                 Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, it.origin, '0 0 0');
75         });
76
77         setthink(this, SUB_Remove);
78         this.nextthink = time + 0.2;
79 }
80
81 void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
82 {
83         M_Shambler_Attack_Lightning_Explode(this, trigger);
84 }
85
86 void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
87 {
88         if (this.health <= 0)
89                 return;
90
91         if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
92                 return; // g_projectiles_damage says to halt
93
94         this.health = this.health - damage;
95
96         if (this.health <= 0)
97                 W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
98 }
99
100 void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
101 {
102         PROJECTILE_TOUCH(this, toucher);
103
104         this.use(this, NULL, toucher);
105 }
106
107 void M_Shambler_Attack_Lightning_Think(entity this)
108 {
109         this.nextthink = time;
110         if (time > this.cnt)
111         {
112                 M_Shambler_Attack_Lightning_Explode(this, NULL);
113                 return;
114         }
115 }
116
117 void M_Shambler_Attack_Lightning(entity this)
118 {
119         monster_makevectors(this, this.enemy);
120
121         entity gren = new(grenade);
122         gren.owner = gren.realowner = this;
123         gren.bot_dodge = true;
124         gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
125         set_movetype(gren, MOVETYPE_BOUNCE);
126         PROJECTILE_MAKETRIGGER(gren);
127         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
128         setorigin(gren, CENTER_OR_VIEWOFS(this));
129         setsize(gren, '-8 -8 -8', '8 8 8');
130         gren.scale = 2.5;
131
132         gren.cnt = time + 5;
133         gren.nextthink = time;
134         setthink(gren, M_Shambler_Attack_Lightning_Think);
135         gren.use = M_Shambler_Attack_Lightning_Explode_use;
136         settouch(gren, M_Shambler_Attack_Lightning_Touch);
137
138         gren.takedamage = DAMAGE_YES;
139         gren.health = 50;
140         gren.damageforcescale = 0;
141         gren.event_damage = M_Shambler_Attack_Lightning_Damage;
142         gren.damagedbycontents = true;
143         IL_PUSH(g_damagedbycontents, gren);
144         gren.missile_flags = MIF_SPLASH | MIF_ARC;
145         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);
146
147         gren.angles = vectoangles (gren.velocity);
148         gren.flags = FL_PROJECTILE;
149         IL_PUSH(g_projectiles, gren);
150         IL_PUSH(g_bot_dodge, gren);
151
152         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
153 }
154
155 .int state;
156
157 bool M_Shambler_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
158 {
159         switch(attack_type)
160         {
161                 case MONSTER_ATTACK_MELEE:
162                 {
163                         int swing_cnt = bound(1, floor(random() * 4), 3);
164                         Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
165                         actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
166                         return true;
167                 }
168                 case MONSTER_ATTACK_RANGED:
169                 {
170                         float randomness = random();
171
172                         if(time >= actor.shambler_lastattack) // shambler doesn't attack much
173                         if(IS_ONGROUND(actor))
174                         if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
175                         {
176                                 setanim(actor, actor.anim_melee2, true, true, false);
177                                 Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
178                                 actor.attack_finished_single[0] = time + 1.1;
179                                 actor.anim_finished = time + 1.1;
180                                 actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
181                                 actor.shambler_lastattack = time + 3 + random() * 1.5;
182                                 return true;
183                         }
184                         else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_shambler_attack_smash_range * 1.5)) // small chance, don't want this spammed
185                         {
186                                 setanim(actor, actor.anim_shoot, true, true, false);
187                                 actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
188                                 actor.attack_finished_single[0] = time + 1.1;
189                                 actor.anim_finished = 1.1;
190                                 actor.shambler_lastattack = time + 3 + random() * 1.5;
191                                 Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
192                                 return true;
193                         }
194
195                         return false;
196                 }
197         }
198
199         return false;
200 }
201
202 spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER.monsterid); }
203 #endif // SVQC
204
205 #ifdef SVQC
206 METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
207 {
208     TC(Shambler, this);
209     return true;
210 }
211
212 METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
213 {
214     TC(Shambler, this);
215     actor.pain_finished = time + 0.5;
216     setanim(actor, actor.anim_pain1, true, true, false);
217     return damage_take;
218 }
219
220 METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
221 {
222     TC(Shambler, this);
223     setanim(actor, actor.anim_die1, false, true, true);
224     return true;
225 }
226 #endif
227 #ifdef GAMEQC
228 METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
229 {
230     TC(Shambler, this);
231     vector none = '0 0 0';
232     actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
233     actor.anim_walk = animfixfps(actor, '1 1 1', none);
234     actor.anim_idle = animfixfps(actor, '0 1 1', none);
235     actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
236     actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
237     actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
238     actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
239     actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
240     actor.anim_run = animfixfps(actor, '2 1 1', none);
241     return true;
242 }
243 #endif
244 #ifdef SVQC
245 .float animstate_endtime;
246 METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
247 {
248     TC(Shambler, this);
249     if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
250     if(!actor.attack_range) actor.attack_range = 150;
251     if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
252     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
253     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
254     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
255
256     actor.monster_loot = ITEM_HealthMega;
257     actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
258
259     setanim(actor, actor.anim_shoot, false, true, true);
260     actor.spawn_time = actor.animstate_endtime;
261     actor.spawnshieldtime = actor.spawn_time;
262     actor.monster_attackfunc = M_Shambler_Attack;
263
264     return true;
265 }
266 #endif