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Replace shambler attacks
[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, attack_lightning_force) \
18         MON_ADD_CVAR(monster, attack_lightning_radius) \
19         MON_ADD_CVAR(monster, attack_lightning_radius_zap) \
20         MON_ADD_CVAR(monster, attack_lightning_speed) \
21         MON_ADD_CVAR(monster, attack_lightning_speed_up) \
22         MON_ADD_CVAR(monster, speed_stop) \
23         MON_ADD_CVAR(monster, speed_run) \
24         MON_ADD_CVAR(monster, speed_walk) 
25
26 #ifdef SVQC
27 SHAMBLER_SETTINGS(shambler)
28 #endif // SVQC
29 #else
30 #ifdef SVQC
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 void shambler_smash()
42 {
43         makevectors(self.angles);
44         pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
45         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
46         
47         tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
48         
49         if(trace_ent.takedamage)
50                 Damage(trace_ent, self, self, MON_CVAR(shambler, attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
51 }
52
53 void shambler_swing()
54 {
55         float r = (random() < 0.5);
56         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);
57         if(r)
58         {
59                 defer(0.5, shambler_swing);
60                 self.attack_finished_single += 0.5;
61         }
62 }
63
64 void shambler_lightning_explode()
65 {
66         entity head;
67         
68         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
69         pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
70
71         self.event_damage = func_null;
72         self.takedamage = DAMAGE_NO;
73         self.movetype = MOVETYPE_NONE;
74         self.velocity = '0 0 0';
75         UpdateCSQCProjectile(self);
76
77         if(self.movetype == MOVETYPE_NONE)
78                 self.velocity = self.oldvelocity;
79
80         RadiusDamage (self, self.realowner, MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_radius), world, MON_CVAR(shambler, attack_lightning_force), self.projectiledeathtype, other);
81         
82         for(head = findradius(self.origin, MON_CVAR(shambler, attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner)
83         {
84                 te_csqc_lightningarc(self.origin, head.origin);
85                 Damage(head, self, self.realowner, MON_CVAR(shambler, attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
86         }
87
88         self.think = SUB_Remove;
89         self.nextthink = time + 0.2;
90 }
91
92 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
93 {
94         if (self.health <= 0)
95                 return;
96                 
97         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
98                 return; // g_projectiles_damage says to halt
99                 
100         self.health = self.health - damage;
101         
102         if (self.health <= 0)
103                 W_PrepareExplosionByDamage(attacker, self.use);
104 }
105
106 void shambler_lightning_touch()
107 {
108         PROJECTILE_TOUCH;
109         
110         self.use ();
111 }
112
113 void shambler_lightning_think()
114 {
115         self.nextthink = time;
116         if (time > self.cnt)
117         {
118                 other = world;
119                 shambler_lightning_explode();
120                 return;
121         }
122 }
123
124 void shambler_lightning()
125 {
126         entity gren;
127         
128         monster_makevectors(self.enemy);
129
130         gren = spawn ();
131         gren.owner = gren.realowner = self;
132         gren.classname = "grenade";
133         gren.bot_dodge = TRUE;
134         gren.bot_dodgerating = MON_CVAR(shambler, attack_lightning_damage);
135         gren.movetype = MOVETYPE_BOUNCE;
136         PROJECTILE_MAKETRIGGER(gren);
137         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
138         setorigin(gren, CENTER_OR_VIEWOFS(self));
139         setsize(gren, '-8 -8 -8', '8 8 8');
140         gren.scale = 2.5;
141
142         gren.cnt = time + 5;
143         gren.nextthink = time;
144         gren.think = shambler_lightning_think;
145         gren.use = shambler_lightning_explode;
146         gren.touch = shambler_lightning_touch;
147
148         gren.takedamage = DAMAGE_YES;
149         gren.health = 50;
150         gren.damageforcescale = 0;
151         gren.event_damage = shambler_lightning_damage;
152         gren.damagedbycontents = TRUE;
153         gren.missile_flags = MIF_SPLASH | MIF_ARC;
154         W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(shambler, attack_lightning_speed), MON_CVAR(shambler, attack_lightning_speed_up), 0, 0, FALSE);
155
156         gren.angles = vectoangles (gren.velocity);
157         gren.flags = FL_PROJECTILE;
158
159         CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
160 }
161
162 float shambler_attack(float attack_type)
163 {
164         switch(attack_type)
165         {
166                 case MONSTER_ATTACK_MELEE:
167                 {
168                         shambler_swing();
169                         return TRUE;
170                 }
171                 case MONSTER_ATTACK_RANGED:
172                 {
173                         if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
174                         {
175                                 self.frame = shambler_anim_smash;
176                                 defer(0.7, shambler_smash);
177                                 self.attack_finished_single = time + 1.1;
178                         }
179                         else
180                         {
181                                 self.frame = shambler_anim_magic;
182                                 self.attack_finished_single = time + 1.1;
183                                 defer(0.6, shambler_lightning);
184                         }
185                         
186                         return TRUE;
187                 }
188         }
189         
190         return FALSE;
191 }
192
193 void spawnfunc_monster_shambler()
194 {
195         self.classname = "monster_shambler";
196         
197         self.monster_spawnfunc = spawnfunc_monster_shambler;
198         
199         if(Monster_CheckAppearFlags(self))
200                 return;
201         
202         if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
203 }
204
205 float m_shambler(float req)
206 {
207         switch(req)
208         {
209                 case MR_THINK:
210                 {
211                         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);
212                         return TRUE;
213                 }
214                 case MR_DEATH:
215                 {
216                         self.frame = shambler_anim_death;
217                         return TRUE;
218                 }
219                 case MR_SETUP:
220                 {
221                         if not(self.health) self.health = MON_CVAR(shambler, health);
222                         if not(self.attack_range) self.attack_range = 150;
223                         
224                         self.monster_loot = spawnfunc_item_health_mega;
225                         self.monster_attackfunc = shambler_attack;
226                         self.frame = shambler_anim_stand;
227                         self.weapon = WEP_NEX;
228                         
229                         return TRUE;
230                 }
231                 case MR_PRECACHE:
232                 {
233                         precache_model ("models/monsters/shambler.mdl");
234                         return TRUE;
235                 }
236                 case MR_CONFIG:
237                 {
238                         MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
239                         return TRUE;
240                 }
241         }
242         
243         return TRUE;
244 }
245
246 #endif // SVQC
247 #ifdef CSQC
248 float m_shambler(float req)
249 {
250         switch(req)
251         {
252                 case MR_PRECACHE:
253                 {
254                         precache_model ("models/monsters/shambler.mdl");
255                         return TRUE;
256                 }
257         }
258         
259         return TRUE;
260 }
261
262 #endif // CSQC
263 #endif // REGISTER_MONSTER