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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
index a2a42ef99abefa48f01b21bb55c08efe492909d1..3cfa18cdf4bc166e3f296cc11274a260acf3e050 100644 (file)
@@ -57,39 +57,33 @@ const float shambler_anim_death             = 8;
 
 .float shambler_lastattack; // delay attacks separately
 
-void M_Shambler_Attack_Smash()
-{SELFPARAM();
-       makevectors(self.angles);
-       Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
-       sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
+void M_Shambler_Attack_Smash(entity this)
+{
+       makevectors(this.angles);
+       Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
+       sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
 
        // RadiusDamage does NOT support custom starting location, which means we must use this hack...
 
-       tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
+       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);
 
        if(trace_ent.takedamage)
-               Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+               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));
 }
 
-void M_Shambler_Attack_Swing()
-{SELFPARAM();
-       float r = (random() < 0.5);
-       if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true))
-       {
-               Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
-               self.attack_finished_single[0] += 0.5;
-               self.anim_finished = self.attack_finished_single[0];
-       }
+void M_Shambler_Attack_Swing(entity this)
+{
+       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);
 }
 
-#include "../../effects/qc/all.qh"
+#include <common/effects/qc/all.qh>
 
 void M_Shambler_Attack_Lightning_Explode()
 {SELFPARAM();
        entity head;
 
        sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
-       Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
+       Send_Effect(EFFECT_ELECTRO_IMPACT, self.origin, '0 0 0', 1);
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -111,18 +105,18 @@ void M_Shambler_Attack_Lightning_Explode()
        self.nextthink = time + 0.2;
 }
 
-void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if (self.health <= 0)
+void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if (this.health <= 0)
                return;
 
-       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       self.health = self.health - damage;
+       this.health = this.health - damage;
 
-       if (self.health <= 0)
-               W_PrepareExplosionByDamage(attacker, self.use);
+       if (this.health <= 0)
+               WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.use));
 }
 
 void M_Shambler_Attack_Lightning_Touch()
@@ -143,20 +137,20 @@ void M_Shambler_Attack_Lightning_Think()
        }
 }
 
-void M_Shambler_Attack_Lightning()
-{SELFPARAM();
+void M_Shambler_Attack_Lightning(entity this)
+{
        entity gren;
 
-       monster_makevectors(self.enemy);
+       monster_makevectors(this, this.enemy);
 
        gren = new(grenade);
-       gren.owner = gren.realowner = self;
+       gren.owner = gren.realowner = this;
        gren.bot_dodge = true;
        gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
        gren.movetype = MOVETYPE_BOUNCE;
        PROJECTILE_MAKETRIGGER(gren);
        gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
-       setorigin(gren, CENTER_OR_VIEWOFS(self));
+       setorigin(gren, CENTER_OR_VIEWOFS(this));
        setsize(gren, '-8 -8 -8', '8 8 8');
        gren.scale = 2.5;
 
@@ -182,39 +176,41 @@ void M_Shambler_Attack_Lightning()
 
 .int state;
 
-float M_Shambler_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
+{
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       M_Shambler_Attack_Swing();
+                       int swing_cnt = bound(1, floor(random() * 4), 3);
+                       Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
+                       actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
                        return true;
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
+                       float randomness = random();
 
-                       if(time >= self.shambler_lastattack) // shambler doesn't attack much
-                       if(IS_ONGROUND(self))
-                       if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
+                       if(time >= actor.shambler_lastattack) // shambler doesn't attack much
+                       if(IS_ONGROUND(actor))
+                       if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
                        {
-                               setanim(self, self.anim_melee2, true, true, false);
-                               Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
-                               self.attack_finished_single[0] = time + 1.1;
-                               self.anim_finished = time + 1.1;
-                               self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
-                               self.shambler_lastattack = time + 3 + random() * 1.5;
+                               setanim(actor, actor.anim_melee2, true, true, false);
+                               Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
+                               actor.attack_finished_single[0] = time + 1.1;
+                               actor.anim_finished = time + 1.1;
+                               actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+                               actor.shambler_lastattack = time + 3 + random() * 1.5;
                                return true;
                        }
-                       else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
+                       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
                        {
-                               setanim(self, self.anim_shoot, true, true, false);
-                               self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
-                               self.attack_finished_single[0] = time + 1.1;
-                               self.anim_finished = 1.1;
-                               self.shambler_lastattack = time + 3 + random() * 1.5;
-                               Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
+                               setanim(actor, actor.anim_shoot, true, true, false);
+                               actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
+                               actor.attack_finished_single[0] = time + 1.1;
+                               actor.anim_finished = 1.1;
+                               actor.shambler_lastattack = time + 3 + random() * 1.5;
+                               Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
                                return true;
                        }
 
@@ -225,73 +221,77 @@ float M_Shambler_Attack(float attack_type, entity targ)
        return false;
 }
 
-spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
+spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
 #endif // SVQC
 
-               #ifdef SVQC
-               METHOD(Shambler, mr_think, bool(Shambler thismon))
-               {
-                       return true;
-               }
-               METHOD(Shambler, mr_pain, bool(Shambler thismon))
-               {
-                       SELFPARAM();
-                       self.pain_finished = time + 0.5;
-                       setanim(self, self.anim_pain1, true, true, false);
-                       return true;
-               }
-               METHOD(Shambler, mr_death, bool(Shambler thismon))
-               {
-                       SELFPARAM();
-                       setanim(self, self.anim_die1, false, true, true);
-                       return true;
-               }
-               #endif
-               #ifndef MENUQC
-               METHOD(Shambler, mr_anim, bool(Shambler thismon))
-               {
-                       SELFPARAM();
-                       vector none = '0 0 0';
-                       self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
-                       self.anim_walk = animfixfps(self, '1 1 1', none);
-                       self.anim_idle = animfixfps(self, '0 1 1', none);
-                       self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
-                       self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
-                       self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
-                       self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
-                       self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '2 1 1', none);
+#ifdef SVQC
+METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
+{
+    TC(Shambler, this);
+    return true;
+}
 
-                       return true;
-               }
-               #endif
-               #ifdef SVQC
-               spawnfunc(item_health_mega);
-               .float animstate_endtime;
-               METHOD(Shambler, mr_setup, bool(Shambler thismon))
-               {
-                       SELFPARAM();
-                       if(!self.health) self.health = (autocvar_g_monster_shambler_health);
-                       if(!self.attack_range) self.attack_range = 150;
-                       if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
-                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
-
-                       self.monster_loot = spawnfunc_item_health_mega;
-                       self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
-
-                       setanim(self, self.anim_shoot, false, true, true);
-                       self.spawn_time = self.animstate_endtime;
-                       self.spawnshieldtime = self.spawn_time;
-                       self.monster_attackfunc = M_Shambler_Attack;
+METHOD(Shambler, mr_pain, bool(Shambler this, entity actor))
+{
+    TC(Shambler, this);
+    actor.pain_finished = time + 0.5;
+    setanim(actor, actor.anim_pain1, true, true, false);
+    return true;
+}
 
-                       return true;
-               }
-               METHOD(Shambler, mr_precache, bool(Shambler thismon))
-               {
-                       return true;
-               }
-               #endif
+METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
+{
+    TC(Shambler, this);
+    setanim(actor, actor.anim_die1, false, true, true);
+    return true;
+}
+#endif
+#ifndef MENUQC
+METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
+{
+    TC(Shambler, this);
+    vector none = '0 0 0';
+    actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
+    actor.anim_walk = animfixfps(actor, '1 1 1', none);
+    actor.anim_idle = animfixfps(actor, '0 1 1', none);
+    actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+    actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+    actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+    actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+    actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+    actor.anim_run = animfixfps(actor, '2 1 1', none);
+    return true;
+}
+#endif
+#ifdef SVQC
+spawnfunc(item_health_mega);
+.float animstate_endtime;
+METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
+{
+    TC(Shambler, this);
+    if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
+    if(!actor.attack_range) actor.attack_range = 150;
+    if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
+    if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
+    if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
+    if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
+
+    actor.monster_loot = spawnfunc_item_health_mega;
+    actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+
+    setanim(actor, actor.anim_shoot, false, true, true);
+    actor.spawn_time = actor.animstate_endtime;
+    actor.spawnshieldtime = actor.spawn_time;
+    actor.monster_attackfunc = M_Shambler_Attack;
+
+    return true;
+}
+
+METHOD(Shambler, mr_precache, bool(Shambler this))
+{
+    TC(Shambler, this);
+    return true;
+}
+#endif
 
 #endif