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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
1 #ifndef MENUQC
2 bool m_shambler(int);
3 #endif
4 REGISTER_MONSTER_SIMPLE(
5 /* MON_##id   */ SHAMBLER,
6 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
7 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
8 /* model      */ "shambler.mdl",
9 /* netname    */ "shambler",
10 /* fullname   */ _("Shambler")
11 ) {
12 #ifndef MENUQC
13         this.monster_func = m_shambler;
14 #endif
15 }
16
17 #ifdef SVQC
18 float autocvar_g_monster_shambler_health;
19 float autocvar_g_monster_shambler_attack_smash_damage;
20 float autocvar_g_monster_shambler_attack_claw_damage;
21 float autocvar_g_monster_shambler_attack_lightning_damage;
22 float autocvar_g_monster_shambler_attack_lightning_force;
23 float autocvar_g_monster_shambler_attack_lightning_radius;
24 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
25 float autocvar_g_monster_shambler_attack_lightning_speed;
26 float autocvar_g_monster_shambler_attack_lightning_speed_up;
27 float autocvar_g_monster_shambler_speed_stop;
28 float autocvar_g_monster_shambler_speed_run;
29 float autocvar_g_monster_shambler_speed_walk;
30
31 const float shambler_anim_stand         = 0;
32 const float shambler_anim_walk          = 1;
33 const float shambler_anim_run           = 2;
34 const float shambler_anim_smash         = 3;
35 const float shambler_anim_swingr        = 4;
36 const float shambler_anim_swingl        = 5;
37 const float shambler_anim_magic         = 6;
38 const float shambler_anim_pain          = 7;
39 const float shambler_anim_death         = 8;
40
41 .float shambler_lastattack; // delay attacks separately
42
43 void shambler_smash()
44 {
45         makevectors(self.angles);
46         Send_Effect("explosion_medium", (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
47         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
48
49         tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
50
51         if(trace_ent.takedamage)
52                 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));
53 }
54
55 void shambler_swing()
56 {
57         float r = (random() < 0.5);
58         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);
59         if(r)
60         {
61                 defer(0.5, shambler_swing);
62                 self.attack_finished_single += 0.5;
63         }
64 }
65
66 void shambler_lightning_explode()
67 {
68         entity head;
69
70         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
71         Send_Effect("electro_impact", '0 0 0', '0 0 0', 1);
72
73         self.event_damage = func_null;
74         self.takedamage = DAMAGE_NO;
75         self.movetype = MOVETYPE_NONE;
76         self.velocity = '0 0 0';
77
78         if(self.movetype == MOVETYPE_NONE)
79                 self.velocity = self.oldvelocity;
80
81         RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
82
83         for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
84         {
85                 te_csqc_lightningarc(self.origin, head.origin);
86                 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
87         }
88
89         self.think = SUB_Remove;
90         self.nextthink = time + 0.2;
91 }
92
93 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
94 {
95         if (self.health <= 0)
96                 return;
97
98         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
99                 return; // g_projectiles_damage says to halt
100
101         self.health = self.health - damage;
102
103         if (self.health <= 0)
104                 W_PrepareExplosionByDamage(attacker, self.use);
105 }
106
107 void shambler_lightning_touch()
108 {
109         PROJECTILE_TOUCH;
110
111         self.use ();
112 }
113
114 void shambler_lightning_think()
115 {
116         self.nextthink = time;
117         if (time > self.cnt)
118         {
119                 other = world;
120                 shambler_lightning_explode();
121                 return;
122         }
123 }
124
125 void shambler_lightning()
126 {
127         entity gren;
128
129         monster_makevectors(self.enemy);
130
131         gren = spawn ();
132         gren.owner = gren.realowner = self;
133         gren.classname = "grenade";
134         gren.bot_dodge = true;
135         gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
136         gren.movetype = MOVETYPE_BOUNCE;
137         PROJECTILE_MAKETRIGGER(gren);
138         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
139         setorigin(gren, CENTER_OR_VIEWOFS(self));
140         setsize(gren, '-8 -8 -8', '8 8 8');
141         gren.scale = 2.5;
142
143         gren.cnt = time + 5;
144         gren.nextthink = time;
145         gren.think = shambler_lightning_think;
146         gren.use = shambler_lightning_explode;
147         gren.touch = shambler_lightning_touch;
148
149         gren.takedamage = DAMAGE_YES;
150         gren.health = 50;
151         gren.damageforcescale = 0;
152         gren.event_damage = shambler_lightning_damage;
153         gren.damagedbycontents = true;
154         gren.missile_flags = MIF_SPLASH | MIF_ARC;
155         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
157         gren.angles = vectoangles (gren.velocity);
158         gren.flags = FL_PROJECTILE;
159
160         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
161 }
162
163 float shambler_attack(float attack_type)
164 {
165         switch(attack_type)
166         {
167                 case MONSTER_ATTACK_MELEE:
168                 {
169                         shambler_swing();
170                         return true;
171                 }
172                 case MONSTER_ATTACK_RANGED:
173                 {
174                         if(time >= self.shambler_lastattack) // shambler doesn't attack much
175                         if(self.flags & FL_ONGROUND)
176                         if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
177                         {
178                                 self.frame = shambler_anim_smash;
179                                 defer(0.7, shambler_smash);
180                                 self.attack_finished_single = time + 1.1;
181                                 self.shambler_lastattack = time + 3;
182                                 return true;
183                         }
184                         else if(random() <= 0.1) // small chance, don't want this spammed
185                         {
186                                 self.frame = shambler_anim_magic;
187                                 self.attack_finished_single = time + 1.1;
188                                 self.shambler_lastattack = time + 3;
189                                 defer(0.6, shambler_lightning);
190                                 return true;
191                         }
192
193                         return false;
194                 }
195         }
196
197         return false;
198 }
199
200 void spawnfunc_monster_shambler()
201 {
202         self.classname = "monster_shambler";
203
204         if(!monster_initialize(MON_SHAMBLER.monsterid)) { remove(self); return; }
205 }
206
207 float m_shambler(float req)
208 {
209         switch(req)
210         {
211                 case MR_THINK:
212                 {
213                         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);
214                         return true;
215                 }
216                 case MR_DEATH:
217                 {
218                         self.frame = shambler_anim_death;
219                         return true;
220                 }
221                 case MR_SETUP:
222                 {
223                         if(!self.health) self.health = (autocvar_g_monster_shambler_health);
224                         if(!self.attack_range) self.attack_range = 150;
225
226                         self.monster_loot = spawnfunc_item_health_mega;
227                         self.monster_attackfunc = shambler_attack;
228                         self.frame = shambler_anim_stand;
229                         self.weapon = WEP_VORTEX.m_id;
230
231                         return true;
232                 }
233                 case MR_PRECACHE:
234                 {
235                         precache_model("models/monsters/shambler.mdl");
236                         return true;
237                 }
238         }
239
240         return true;
241 }
242
243 #endif // SVQC
244 #ifdef CSQC
245 float m_shambler(float req)
246 {
247         switch(req)
248         {
249                 case MR_PRECACHE:
250                 {
251                         return true;
252                 }
253         }
254
255         return true;
256 }
257
258 #endif // CSQC