]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/shambler.qc
Merge branch 'master' into Mario/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
index b29e8e3efe93f582a44a9d742ab75e324762dd6d..7c46a1da15f087bf1cbf15e001bbb5f84978dafc 100644 (file)
 REGISTER_MONSTER(
 /* MON_##id   */ SHAMBLER,
 /* function   */ m_shambler,
-/* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER,
+/* 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")
 );
 
-#define SHAMBLER_SETTINGS(monster) \
-       MON_ADD_CVAR(monster, health) \
-       MON_ADD_CVAR(monster, attack_smash_damage) \
-       MON_ADD_CVAR(monster, attack_claw_damage) \
-       MON_ADD_CVAR(monster, attack_lightning_damage) \
-       MON_ADD_CVAR(monster, speed_stop) \
-       MON_ADD_CVAR(monster, speed_run) \
-       MON_ADD_CVAR(monster, speed_walk) 
-
-#ifdef SVQC
-SHAMBLER_SETTINGS(shambler)
-#endif // SVQC
 #else
 #ifdef SVQC
-const float shambler_anim_stand        = 0;
-const float shambler_anim_walk                 = 1;
-const float shambler_anim_run          = 2;
-const float shambler_anim_smash        = 3;
-const float shambler_anim_swingr       = 4;
-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 autocvar_g_monster_shambler_health;
+float autocvar_g_monster_shambler_attack_smash_damage;
+float autocvar_g_monster_shambler_attack_claw_damage;
+float autocvar_g_monster_shambler_attack_lightning_damage;
+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;
+float autocvar_g_monster_shambler_attack_lightning_speed;
+float autocvar_g_monster_shambler_attack_lightning_speed_up;
+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;
+const float shambler_anim_smash                = 3;
+const float shambler_anim_swingr       = 4;
+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()
 {
-       monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
-}
+       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);
 
-void shambler_delayedsmash()
-{
-       monsters_setframe(shambler_anim_smash);
-       defer(0.7, shambler_smash);
-       self.attack_finished_single = time + 1.1;
+       tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, 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));
 }
 
 void shambler_swing()
 {
        float r = (random() < 0.5);
-       monsters_setframe((r) ? shambler_anim_swingr : shambler_anim_swingl);
-       monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
-       self.attack_finished_single = time + 0.8;
+       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)
+       {
                defer(0.5, shambler_swing);
+               self.attack_finished_single += 0.5;
+       }
+}
+
+void shambler_lightning_explode()
+{
+       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);
+
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+       self.movetype = MOVETYPE_NONE;
+       self.velocity = '0 0 0';
+
+       if(self.movetype == MOVETYPE_NONE)
+               self.velocity = self.oldvelocity;
+
+       RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
+
+       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');
+       }
+
+       self.think = SUB_Remove;
+       self.nextthink = time + 0.2;
 }
 
-void CastLightning()
+void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-       local vector org, dir;
-       //vector v = '0 0 0';
+       if (self.health <= 0)
+               return;
+
+       if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+
+       self.health = self.health - damage;
+
+       if (self.health <= 0)
+               W_PrepareExplosionByDamage(attacker, self.use);
+}
 
-       self.effects |= EF_MUZZLEFLASH;
+void shambler_lightning_touch()
+{
+       PROJECTILE_TOUCH;
 
-       org = self.origin + '0 0 40';
+       self.use ();
+}
 
-       dir = self.enemy.origin + '0 0 16' - org;
-       dir = normalize (dir);
+void shambler_lightning_think()
+{
+       self.nextthink = time;
+       if (time > self.cnt)
+       {
+               other = world;
+               shambler_lightning_explode();
+               return;
+       }
+}
 
-       traceline (org, self.origin + dir * 1000, TRUE, self);
-               
-       FireRailgunBullet (org, org + dir * 1000, MON_CVAR(shambler, attack_lightning_damage) * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
-       
-       // teamcolor / hit beam effect
-       //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
-       //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
-       
-       te_csqc_lightningarc(org, trace_endpos);
+void shambler_lightning()
+{
+       entity gren;
+
+       monster_makevectors(self.enemy);
+
+       gren = spawn ();
+       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;
+       setorigin(gren, CENTER_OR_VIEWOFS(self));
+       setsize(gren, '-8 -8 -8', '8 8 8');
+       gren.scale = 2.5;
+
+       gren.cnt = time + 5;
+       gren.nextthink = time;
+       gren.think = shambler_lightning_think;
+       gren.use = shambler_lightning_explode;
+       gren.touch = shambler_lightning_touch;
+
+       gren.takedamage = DAMAGE_YES;
+       gren.health = 50;
+       gren.damageforcescale = 0;
+       gren.event_damage = shambler_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);
+
+       gren.angles = vectoangles (gren.velocity);
+       gren.flags = FL_PROJECTILE;
+
+       CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
 }
 
 float shambler_attack(float attack_type)
@@ -84,38 +162,42 @@ float shambler_attack(float attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       float chance = random();
-
-                       if(chance > 0.6)
-                               shambler_delayedsmash();
-                       else
-                               shambler_swing();
-                       
+                       shambler_swing();
                        return TRUE;
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       monsters_setframe(shambler_anim_magic);
-                       self.attack_finished_single = time + 1.1;
-                       defer(0.6, CastLightning);
-                       
-                       return TRUE;
+                       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)
+                       {
+                               self.frame = shambler_anim_smash;
+                               defer(0.7, shambler_smash);
+                               self.attack_finished_single = time + 1.1;
+                               self.shambler_lastattack = time + 3;
+                               return TRUE;
+                       }
+                       else if(random() <= 0.1) // small chance, don't want this spammed
+                       {
+                               self.frame = shambler_anim_magic;
+                               self.attack_finished_single = time + 1.1;
+                               self.shambler_lastattack = time + 3;
+                               defer(0.6, shambler_lightning);
+                               return TRUE;
+                       }
+
+                       return FALSE;
                }
        }
-       
+
        return FALSE;
 }
 
 void spawnfunc_monster_shambler()
 {
        self.classname = "monster_shambler";
-       
-       self.monster_spawnfunc = spawnfunc_monster_shambler;
-       
-       if(Monster_CheckAppearFlags(self))
-               return;
-       
-       if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
+
+       if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; }
 }
 
 float m_shambler(float req)
@@ -124,36 +206,33 @@ float m_shambler(float req)
        {
                case MR_THINK:
                {
-                       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);
+                       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;
                }
                case MR_DEATH:
                {
-                       monsters_setframe(shambler_anim_death);
+                       self.frame = shambler_anim_death;
                        return TRUE;
                }
                case MR_SETUP:
                {
-                       if not(self.health) self.health = MON_CVAR(shambler, health);
-                               
+                       if(!self.health) self.health = (autocvar_g_monster_shambler_health);
+                       if(!self.attack_range) self.attack_range = 150;
+
+                       self.monster_loot = spawnfunc_item_health_mega;
                        self.monster_attackfunc = shambler_attack;
-                       monsters_setframe(shambler_anim_stand);
-                       self.weapon = WEP_NEX;
-                       
-                       return TRUE;
-               }
-               case MR_INIT:
-               {
-                       // nothing
+                       self.frame = shambler_anim_stand;
+                       self.weapon = WEP_VORTEX;
+
                        return TRUE;
                }
-               case MR_CONFIG:
+               case MR_PRECACHE:
                {
-                       MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
+                       precache_model("models/monsters/shambler.mdl");
                        return TRUE;
                }
        }
-       
+
        return TRUE;
 }
 
@@ -163,18 +242,12 @@ float m_shambler(float req)
 {
        switch(req)
        {
-               case MR_DEATH:
-               {
-                       // nothing
-                       return TRUE;
-               }
-               case MR_INIT:
+               case MR_PRECACHE:
                {
-                       precache_model ("models/monsters/shambler.mdl");
                        return TRUE;
                }
        }
-       
+
        return TRUE;
 }