]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/monster/zombie.qc
Monsters: upgrade zombie
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / zombie.qc
1 CLASS(Zombie, Monster)
2     ATTRIB(Zombie, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RIDE);
3     ATTRIB(Zombie, mins, vector, '-18 -18 -25');
4     ATTRIB(Zombie, maxs, vector, '18 18 47');
5     ATTRIB(Zombie, mdl, string, "zombie.dpm");
6     ATTRIB(Zombie, model, string, strzone(strcat("models/monsters/", this.mdl)));
7     ATTRIB(Zombie, netname, string, "zombie");
8     ATTRIB(Zombie, monster_name, string, _("Zombie"));
9 ENDCLASS(Zombie)
10
11 REGISTER_MONSTER(ZOMBIE, NEW(Zombie)) {
12 #ifndef MENUQC
13     MON_ACTION(this, MR_PRECACHE);
14 #endif
15 }
16
17 #ifdef SVQC
18 float autocvar_g_monster_zombie_health;
19 float autocvar_g_monster_zombie_damageforcescale = 0.55;
20 float autocvar_g_monster_zombie_attack_melee_damage;
21 float autocvar_g_monster_zombie_attack_melee_delay;
22 float autocvar_g_monster_zombie_attack_leap_damage;
23 float autocvar_g_monster_zombie_attack_leap_force;
24 float autocvar_g_monster_zombie_attack_leap_speed;
25 float autocvar_g_monster_zombie_attack_leap_delay;
26 float autocvar_g_monster_zombie_speed_stop;
27 float autocvar_g_monster_zombie_speed_run;
28 float autocvar_g_monster_zombie_speed_walk;
29
30 /*
31 const float zombie_anim_attackleap                      = 0;
32 const float zombie_anim_attackrun1                      = 1;
33 const float zombie_anim_attackrun2                      = 2;
34 const float zombie_anim_attackrun3                      = 3;
35 const float zombie_anim_attackstanding1         = 4;
36 const float zombie_anim_attackstanding2         = 5;
37 const float zombie_anim_attackstanding3         = 6;
38 const float zombie_anim_blockend                        = 7;
39 const float zombie_anim_blockstart                      = 8;
40 const float zombie_anim_deathback1                      = 9;
41 const float zombie_anim_deathback2                      = 10;
42 const float zombie_anim_deathback3                      = 11;
43 const float zombie_anim_deathfront1                     = 12;
44 const float zombie_anim_deathfront2                     = 13;
45 const float zombie_anim_deathfront3                     = 14;
46 const float zombie_anim_deathleft1                      = 15;
47 const float zombie_anim_deathleft2                      = 16;
48 const float zombie_anim_deathright1                     = 17;
49 const float zombie_anim_deathright2                     = 18;
50 const float zombie_anim_idle                            = 19;
51 const float zombie_anim_painback1                       = 20;
52 const float zombie_anim_painback2                       = 21;
53 const float zombie_anim_painfront1                      = 22;
54 const float zombie_anim_painfront2                      = 23;
55 const float zombie_anim_runbackwards            = 24;
56 const float zombie_anim_runbackwardsleft        = 25;
57 const float zombie_anim_runbackwardsright       = 26;
58 const float zombie_anim_runforward                      = 27;
59 const float zombie_anim_runforwardleft          = 28;
60 const float zombie_anim_runforwardright         = 29;
61 const float zombie_anim_spawn                           = 30;
62 */
63
64 void M_Zombie_Attack_Leap_Touch()
65 {SELFPARAM();
66         if (self.health <= 0)
67                 return;
68
69         vector angles_face;
70
71         if(other.takedamage)
72         {
73                 angles_face = vectoangles(self.moveto - self.origin);
74                 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
75                 Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
76                 self.touch = Monster_Touch; // instantly turn it off to stop damage spam
77                 self.state = 0;
78         }
79
80         if (trace_dphitcontents)
81         {
82                 self.state = 0;
83                 self.touch = Monster_Touch;
84         }
85 }
86
87 void M_Zombie_Defend_Block_End()
88 {SELFPARAM();
89         if(self.health <= 0)
90                 return;
91
92         setanim(self, self.anim_blockend, false, true, true);
93         self.armorvalue = autocvar_g_monsters_armor_blockpercent;
94 }
95
96 float M_Zombie_Defend_Block()
97 {SELFPARAM();
98         self.armorvalue = 0.9;
99         self.state = MONSTER_ATTACK_MELEE; // freeze monster
100         self.attack_finished_single = time + 2.1;
101         self.anim_finished = self.attack_finished_single;
102         setanim(self, self.anim_blockstart, false, true, true);
103
104         Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
105
106         return true;
107 }
108
109 float M_Zombie_Attack(float attack_type)
110 {SELFPARAM();
111         switch(attack_type)
112         {
113                 case MONSTER_ATTACK_MELEE:
114                 {
115                         if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
116                                 return M_Zombie_Defend_Block();
117
118                         float rand = random();
119                         vector chosen_anim;
120
121                         if(rand < 0.33)
122                                 chosen_anim = self.anim_melee1;
123                         else if(rand < 0.66)
124                                 chosen_anim = self.anim_melee2;
125                         else
126                                 chosen_anim = self.anim_melee3;
127
128                         return Monster_Attack_Melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, true);
129                 }
130                 case MONSTER_ATTACK_RANGED:
131                 {
132                         makevectors(self.angles);
133                         return Monster_Attack_Leap(self.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
134                 }
135         }
136
137         return false;
138 }
139
140 void spawnfunc_monster_zombie() { Monster_Spawn(MON_ZOMBIE.monsterid); }
141 #endif // SVQC
142
143                 #ifdef SVQC
144                 METHOD(Zombie, mr_think, bool(Zombie thismon))
145                 {
146                         SELFPARAM();
147                         if(time >= self.spawn_time)
148                                 self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
149                         return true;
150                 }
151                 METHOD(Zombie, mr_pain, bool(Zombie thismon))
152                 {
153                         SELFPARAM();
154                         self.pain_finished = time + 0.34;
155                         setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
156                         return true;
157                 }
158                 METHOD(Zombie, mr_death, bool(Zombie thismon))
159                 {
160                         SELFPARAM();
161                         self.armorvalue = autocvar_g_monsters_armor_blockpercent;
162
163                         setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
164                         return true;
165                 }
166                 #endif
167                 #ifndef MENUQC
168                 METHOD(Zombie, mr_anim, bool(Zombie thismon))
169                 {
170                         SELFPARAM();
171                         vector none = '0 0 0';
172                         self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
173                         self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
174                         self.anim_spawn = animfixfps(self, '30 1 3', none);
175                         self.anim_walk = animfixfps(self, '27 1 1', none);
176                         self.anim_idle = animfixfps(self, '19 1 1', none);
177                         self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
178                         self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
179                         self.anim_melee1 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
180                         self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
181                         self.anim_melee3 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
182                         self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
183                         self.anim_run = animfixfps(self, '27 1 1', none);
184                         self.anim_blockstart = animfixfps(self, '8 1 1', none);
185                         self.anim_blockend = animfixfps(self, '7 1 1', none);
186
187                         return true;
188                 }
189                 #endif
190                 #ifdef SVQC
191                 METHOD(Zombie, mr_setup, bool(Zombie thismon))
192                 {
193                         if(!self.health) self.health = (autocvar_g_monster_zombie_health);
194                         if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
195                         if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
196                         if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
197
198                         if(self.spawnflags & MONSTERFLAG_NORESPAWN)
199                                 self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
200
201                         self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
202
203                         self.monster_loot = spawnfunc_item_health_medium;
204                         self.monster_attackfunc = M_Zombie_Attack;
205                         self.spawnshieldtime = self.spawn_time;
206                         self.respawntime = 0.2;
207                         self.damageforcescale = 0.0001; // no push while spawning
208
209                         setanim(self, self.anim_spawn, false, true, true);
210                         self.spawn_time = self.animstate_endtime;
211
212                         return true;
213                 }
214                 METHOD(Zombie, mr_precache, bool(Zombie thismon))
215                 {
216                         return true;
217                 }
218                 #endif