]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/shambler.qc
Use the sound list
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
index 7c46a1da15f087bf1cbf15e001bbb5f84978dafc..55e0f46e95413053bd525a6ce185437b17c06c88 100644 (file)
@@ -1,20 +1,28 @@
-#ifdef REGISTER_MONSTER
-REGISTER_MONSTER(
+#ifndef MENUQC
+bool M_Shambler(int);
+#endif
+REGISTER_MONSTER_SIMPLE(
 /* MON_##id   */ SHAMBLER,
-/* function   */ m_shambler,
 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
 /* model      */ "shambler.mdl",
 /* netname    */ "shambler",
 /* fullname   */ _("Shambler")
-);
+) {
+#ifndef MENUQC
+       this.monster_func = M_Shambler;
+       this.monster_func(MR_PRECACHE);
+#endif
+}
 
-#else
 #ifdef SVQC
 float autocvar_g_monster_shambler_health;
+float autocvar_g_monster_shambler_damageforcescale = 0.1;
 float autocvar_g_monster_shambler_attack_smash_damage;
+float autocvar_g_monster_shambler_attack_smash_range;
 float autocvar_g_monster_shambler_attack_claw_damage;
 float autocvar_g_monster_shambler_attack_lightning_damage;
+float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
 float autocvar_g_monster_shambler_attack_lightning_force;
 float autocvar_g_monster_shambler_attack_lightning_radius;
 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
@@ -24,6 +32,7 @@ float autocvar_g_monster_shambler_speed_stop;
 float autocvar_g_monster_shambler_speed_run;
 float autocvar_g_monster_shambler_speed_walk;
 
+/*
 const float shambler_anim_stand                = 0;
 const float shambler_anim_walk         = 1;
 const float shambler_anim_run          = 2;
@@ -33,38 +42,41 @@ const float shambler_anim_swingl    = 5;
 const float shambler_anim_magic                = 6;
 const float shambler_anim_pain         = 7;
 const float shambler_anim_death                = 8;
+*/
 
 .float shambler_lastattack; // delay attacks separately
 
-void shambler_smash()
-{
+void M_Shambler_Attack_Smash()
+{SELFPARAM();
        makevectors(self.angles);
-       pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
-       sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+       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);
+
+       // 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 * 500, MOVE_NORMAL, self);
+       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);
 
        if(trace_ent.takedamage)
-               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));
+               Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
 }
 
-void shambler_swing()
-{
+void M_Shambler_Attack_Swing()
+{SELFPARAM();
        float r = (random() < 0.5);
-       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);
-       if(r)
+       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, true))
        {
-               defer(0.5, shambler_swing);
+               Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
                self.attack_finished_single += 0.5;
+               self.anim_finished = self.attack_finished_single;
        }
 }
 
-void shambler_lightning_explode()
-{
+void M_Shambler_Attack_Lightning_Explode()
+{SELFPARAM();
        entity head;
 
-       sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
-       pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
+       sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+       Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
 
        self.event_damage = func_null;
        self.takedamage = DAMAGE_NO;
@@ -79,15 +91,15 @@ void shambler_lightning_explode()
        for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
        {
                te_csqc_lightningarc(self.origin, head.origin);
-               Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
+               Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
        }
 
        self.think = SUB_Remove;
        self.nextthink = time + 0.2;
 }
 
-void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
+void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
        if (self.health <= 0)
                return;
 
@@ -100,26 +112,26 @@ void shambler_lightning_damage(entity inflictor, entity attacker, float damage,
                W_PrepareExplosionByDamage(attacker, self.use);
 }
 
-void shambler_lightning_touch()
-{
+void M_Shambler_Attack_Lightning_Touch()
+{SELFPARAM();
        PROJECTILE_TOUCH;
 
        self.use ();
 }
 
-void shambler_lightning_think()
-{
+void M_Shambler_Attack_Lightning_Think()
+{SELFPARAM();
        self.nextthink = time;
        if (time > self.cnt)
        {
                other = world;
-               shambler_lightning_explode();
+               M_Shambler_Attack_Lightning_Explode();
                return;
        }
 }
 
-void shambler_lightning()
-{
+void M_Shambler_Attack_Lightning()
+{SELFPARAM();
        entity gren;
 
        monster_makevectors(self.enemy);
@@ -127,7 +139,7 @@ void shambler_lightning()
        gren = spawn ();
        gren.owner = gren.realowner = self;
        gren.classname = "grenade";
-       gren.bot_dodge = TRUE;
+       gren.bot_dodge = true;
        gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
        gren.movetype = MOVETYPE_BOUNCE;
        PROJECTILE_MAKETRIGGER(gren);
@@ -138,118 +150,134 @@ void shambler_lightning()
 
        gren.cnt = time + 5;
        gren.nextthink = time;
-       gren.think = shambler_lightning_think;
-       gren.use = shambler_lightning_explode;
-       gren.touch = shambler_lightning_touch;
+       gren.think = M_Shambler_Attack_Lightning_Think;
+       gren.use = M_Shambler_Attack_Lightning_Explode;
+       gren.touch = M_Shambler_Attack_Lightning_Touch;
 
        gren.takedamage = DAMAGE_YES;
        gren.health = 50;
        gren.damageforcescale = 0;
-       gren.event_damage = shambler_lightning_damage;
-       gren.damagedbycontents = TRUE;
+       gren.event_damage = M_Shambler_Attack_Lightning_Damage;
+       gren.damagedbycontents = true;
        gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       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);
+       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);
 
        gren.angles = vectoangles (gren.velocity);
        gren.flags = FL_PROJECTILE;
 
-       CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
+       CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
 }
 
-float shambler_attack(float attack_type)
-{
+float M_Shambler_Attack(float attack_type)
+{SELFPARAM();
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       shambler_swing();
-                       return TRUE;
+                       M_Shambler_Attack_Swing();
+                       return true;
                }
                case MONSTER_ATTACK_RANGED:
                {
+                       float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
+
                        if(time >= self.shambler_lastattack) // shambler doesn't attack much
                        if(self.flags & FL_ONGROUND)
-                       if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
+                       if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
                        {
-                               self.frame = shambler_anim_smash;
-                               defer(0.7, shambler_smash);
+                               setanim(self, self.anim_melee2, true, true, false);
+                               Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
                                self.attack_finished_single = time + 1.1;
-                               self.shambler_lastattack = time + 3;
-                               return TRUE;
+                               self.anim_finished = time + 1.1;
+                               self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+                               self.shambler_lastattack = time + 3 + random() * 1.5;
+                               return true;
                        }
-                       else if(random() <= 0.1) // small chance, don't want this spammed
+                       else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
                        {
-                               self.frame = shambler_anim_magic;
+                               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 = time + 1.1;
-                               self.shambler_lastattack = time + 3;
-                               defer(0.6, shambler_lightning);
-                               return TRUE;
+                               self.anim_finished = 1.1;
+                               self.shambler_lastattack = time + 3 + random() * 1.5;
+                               Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
+                               return true;
                        }
 
-                       return FALSE;
+                       return false;
                }
        }
 
-       return FALSE;
+       return false;
 }
 
-void spawnfunc_monster_shambler()
-{
-       self.classname = "monster_shambler";
-
-       if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; }
-}
+void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
+#endif // SVQC
 
-float m_shambler(float req)
-{
+bool M_Shambler(int req)
+{SELFPARAM();
        switch(req)
        {
+               #ifdef SVQC
                case MR_THINK:
                {
-                       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);
-                       return TRUE;
+                       return true;
+               }
+               case MR_PAIN:
+               {
+                       self.pain_finished = time + 0.5;
+                       setanim(self, self.anim_pain1, true, true, false);
+                       return true;
                }
                case MR_DEATH:
                {
-                       self.frame = shambler_anim_death;
-                       return TRUE;
+                       setanim(self, self.anim_die1, false, true, true);
+                       return true;
                }
+               #endif
+               #ifndef MENUQC
+               case MR_ANIM:
+               {
+                       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);
+
+                       return true;
+               }
+               #endif
+               #ifdef SVQC
                case MR_SETUP:
                {
                        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.monster_attackfunc = shambler_attack;
-                       self.frame = shambler_anim_stand;
-                       self.weapon = WEP_VORTEX;
-
-                       return TRUE;
-               }
-               case MR_PRECACHE:
-               {
-                       precache_model("models/monsters/shambler.mdl");
-                       return TRUE;
-               }
-       }
+                       self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
 
-       return TRUE;
-}
+                       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;
 
-#endif // SVQC
-#ifdef CSQC
-float m_shambler(float req)
-{
-       switch(req)
-       {
+                       return true;
+               }
                case MR_PRECACHE:
                {
-                       return TRUE;
+                       return true;
                }
+               #endif
        }
 
-       return TRUE;
+       return true;
 }
-
-#endif // CSQC
-#endif // REGISTER_MONSTER