]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/shambler.qc
Merge branch 'master' into Mario/bulldozer
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
index 3354d2f2007bc7d5a062b7ff2410cb7682a66284..67b6808cc7b23346d517f310435cba7ab09d00ae 100644 (file)
@@ -1,20 +1,31 @@
+#ifndef SHAMBLER_H
+#define SHAMBLER_H
+
+#ifndef MENUQC
+MODEL(MON_SHAMBLER, M_Model("shambler.mdl"));
+#endif
+
+CLASS(Shambler, Monster)
+    ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
+    ATTRIB(Shambler, mins, vector, '-41 -41 -31');
+    ATTRIB(Shambler, maxs, vector, '41 41 65');
 #ifndef MENUQC
-bool M_Shambler(int);
+    ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
 #endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id   */ 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")
-) {
+    ATTRIB(Shambler, netname, string, "shambler");
+    ATTRIB(Shambler, monster_name, string, _("Shambler"));
+ENDCLASS(Shambler)
+
+REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
 #ifndef MENUQC
-       this.monster_func = M_Shambler;
-       this.monster_func(MR_PRECACHE);
+    this.mr_precache(this);
 #endif
 }
 
+#endif
+
+#ifdef IMPLEMENTATION
+
 #ifdef SVQC
 float autocvar_g_monster_shambler_health;
 float autocvar_g_monster_shambler_damageforcescale = 0.1;
@@ -50,32 +61,34 @@ 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, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
+       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 * 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_SKILLMOD(self), 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.m_id, trace_ent.origin, normalize(trace_ent.origin - self.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, true))
+       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 += 0.5;
-               self.anim_finished = self.attack_finished_single;
+               self.attack_finished_single[0] += 0.5;
+               self.anim_finished = self.attack_finished_single[0];
        }
 }
 
+#include "../../effects/qc/all.qh"
+
 void M_Shambler_Attack_Lightning_Explode()
 {SELFPARAM();
        entity head;
 
-       sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
+       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;
@@ -91,7 +104,7 @@ void M_Shambler_Attack_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_zap) * MONSTER_SKILLMOD(self), 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.m_id, head.origin, '0 0 0');
        }
 
        self.think = SUB_Remove;
@@ -136,14 +149,13 @@ void M_Shambler_Attack_Lightning()
 
        monster_makevectors(self.enemy);
 
-       gren = spawn ();
+       gren = new(grenade);
        gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
        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;
+       gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
        setorigin(gren, CENTER_OR_VIEWOFS(self));
        setsize(gren, '-8 -8 -8', '8 8 8');
        gren.scale = 2.5;
@@ -168,7 +180,9 @@ void M_Shambler_Attack_Lightning()
        CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
 }
 
-float M_Shambler_Attack(float attack_type)
+.int state;
+
+float M_Shambler_Attack(float attack_type, entity targ)
 {SELFPARAM();
        switch(attack_type)
        {
@@ -187,7 +201,7 @@ float M_Shambler_Attack(float attack_type)
                        {
                                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.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;
@@ -197,7 +211,7 @@ float M_Shambler_Attack(float attack_type)
                        {
                                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.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);
@@ -214,30 +228,29 @@ float M_Shambler_Attack(float attack_type)
 spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
 #endif // SVQC
 
-bool M_Shambler(int req)
-{SELFPARAM();
-       switch(req)
-       {
                #ifdef SVQC
-               case MR_THINK:
+               METHOD(Shambler, mr_think, bool(Shambler thismon))
                {
                        return true;
                }
-               case MR_PAIN:
+               METHOD(Shambler, mr_pain, bool(Shambler thismon))
                {
+                       SELFPARAM();
                        self.pain_finished = time + 0.5;
                        setanim(self, self.anim_pain1, true, true, false);
                        return true;
                }
-               case MR_DEATH:
+               METHOD(Shambler, mr_death, bool(Shambler thismon))
                {
+                       SELFPARAM();
                        setanim(self, self.anim_die1, false, true, true);
                        return true;
                }
                #endif
                #ifndef MENUQC
-               case MR_ANIM:
+               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);
@@ -253,8 +266,11 @@ bool M_Shambler(int req)
                }
                #endif
                #ifdef SVQC
-               case MR_SETUP:
+               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); }
@@ -272,12 +288,10 @@ bool M_Shambler(int req)
 
                        return true;
                }
-               case MR_PRECACHE:
+               METHOD(Shambler, mr_precache, bool(Shambler thismon))
                {
                        return true;
                }
                #endif
-       }
 
-       return true;
-}
+#endif