]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/zombie.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / zombie.qc
index 5d16169148d460713146ec775eb578613159e915..780cf74b381dadb7fc5db70ee4f45bef5fa63e11 100644 (file)
@@ -1,17 +1,23 @@
-#ifdef REGISTER_MONSTER
-REGISTER_MONSTER(
-/* MON_##id      */ ZOMBIE,
-/* function      */ m_zombie,
-/* spawnflags */ MON_FLAG_MELEE,
+#ifndef MENUQC
+bool M_Zombie(int);
+#endif
+REGISTER_MONSTER_SIMPLE(
+/* MON_##id   */ ZOMBIE,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RIDE,
 /* mins,maxs  */ '-18 -18 -25', '18 18 47',
-/* model         */ "zombie.dpm",
-/* netname       */ "zombie",
-/* fullname      */ _("Zombie")
-);
+/* model      */ "zombie.dpm",
+/* netname    */ "zombie",
+/* fullname   */ _("Zombie")
+) {
+#ifndef MENUQC
+       this.monster_func = M_Zombie;
+       this.monster_func(MR_PRECACHE);
+#endif
+}
 
-#else
 #ifdef SVQC
 float autocvar_g_monster_zombie_health;
+float autocvar_g_monster_zombie_damageforcescale = 0.55;
 float autocvar_g_monster_zombie_attack_melee_damage;
 float autocvar_g_monster_zombie_attack_melee_delay;
 float autocvar_g_monster_zombie_attack_leap_damage;
@@ -22,6 +28,7 @@ float autocvar_g_monster_zombie_speed_stop;
 float autocvar_g_monster_zombie_speed_run;
 float autocvar_g_monster_zombie_speed_walk;
 
+/*
 const float zombie_anim_attackleap                     = 0;
 const float zombie_anim_attackrun1                     = 1;
 const float zombie_anim_attackrun2                     = 2;
@@ -53,8 +60,9 @@ const float zombie_anim_runforward                    = 27;
 const float zombie_anim_runforwardleft         = 28;
 const float zombie_anim_runforwardright                = 29;
 const float zombie_anim_spawn                          = 30;
+*/
 
-void zombie_attack_leap_touch()
+void M_Zombie_Attack_Leap_Touch()
 {
        if (self.health <= 0)
                return;
@@ -65,138 +73,152 @@ void zombie_attack_leap_touch()
        {
                angles_face = vectoangles(self.moveto - self.origin);
                angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
-               Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * Monster_SkillModifier(), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
-               self.touch = MonsterTouch; // instantly turn it off to stop damage spam
+               Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
+               self.touch = Monster_Touch; // instantly turn it off to stop damage spam
+               self.state = 0;
        }
 
        if (trace_dphitcontents)
-               self.touch = MonsterTouch;
+       {
+               self.state = 0;
+               self.touch = Monster_Touch;
+       }
 }
 
-void zombie_blockend()
+void M_Zombie_Defend_Block_End()
 {
        if(self.health <= 0)
                return;
 
-       self.frame = zombie_anim_blockend;
-       self.armorvalue = 0;
-       self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+       setanim(self, self.anim_blockend, false, true, true);
+       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-float zombie_block()
+float M_Zombie_Defend_Block()
 {
-       self.frame = zombie_anim_blockstart;
-       self.armorvalue = 100;
-       self.m_armor_blockpercent = 0.9;
-       self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster
+       self.armorvalue = 0.9;
+       self.state = MONSTER_ATTACK_MELEE; // freeze monster
        self.attack_finished_single = time + 2.1;
+       self.anim_finished = self.attack_finished_single;
+       setanim(self, self.anim_blockstart, false, true, true);
 
-       defer(2, zombie_blockend);
+       Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
 
-       return TRUE;
+       return true;
 }
 
-float zombie_attack(float attack_type)
+float M_Zombie_Attack(float attack_type)
 {
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       float rand = random(), chosen_anim;
+                       if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
+                               return M_Zombie_Defend_Block();
+
+                       float rand = random();
+                       vector chosen_anim;
 
                        if(rand < 0.33)
-                               chosen_anim = zombie_anim_attackstanding1;
+                               chosen_anim = self.anim_melee1;
                        else if(rand < 0.66)
-                               chosen_anim = zombie_anim_attackstanding2;
+                               chosen_anim = self.anim_melee2;
                        else
-                               chosen_anim = zombie_anim_attackstanding3;
+                               chosen_anim = self.anim_melee3;
 
-                       if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
-                               return zombie_block();
-
-                       return monster_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);
+                       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);
                }
                case MONSTER_ATTACK_RANGED:
                {
                        makevectors(self.angles);
-                       return monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
+                       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));
                }
        }
 
-       return FALSE;
+       return false;
 }
 
-void spawnfunc_monster_zombie()
-{
-       self.classname = "monster_zombie";
-
-       self.monster_spawnfunc = spawnfunc_monster_zombie;
-
-       self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
-
-       if(Monster_CheckAppearFlags(self))
-               return;
-
-       if(!monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
-}
+void spawnfunc_monster_zombie() { Monster_Spawn(MON_ZOMBIE.monsterid); }
+#endif // SVQC
 
-float m_zombie(float req)
+bool M_Zombie(int req)
 {
        switch(req)
        {
+               #ifdef SVQC
                case MR_THINK:
                {
-                       monster_move((autocvar_g_monster_zombie_speed_run), (autocvar_g_monster_zombie_speed_walk), (autocvar_g_monster_zombie_speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
-                       return TRUE;
+                       if(time >= self.spawn_time)
+                               self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
+                       return true;
+               }
+               case MR_PAIN:
+               {
+                       self.pain_finished = time + 0.34;
+                       setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
+                       return true;
                }
                case MR_DEATH:
                {
-                       self.armorvalue = 0;
-                       self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
-                       self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
-                       return TRUE;
+                       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+
+                       setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
+                       return true;
+               }
+               #endif
+               #ifndef MENUQC
+               case MR_ANIM:
+               {
+                       vector none = '0 0 0';
+                       self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
+                       self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
+                       self.anim_spawn = animfixfps(self, '30 1 3', none);
+                       self.anim_walk = animfixfps(self, '27 1 1', none);
+                       self.anim_idle = animfixfps(self, '19 1 1', none);
+                       self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
+                       self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
+                       self.anim_melee1 = animfixfps(self, '4 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, '4 1 5', none); // analyze models and set framerate
+                       self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
+                       self.anim_run = animfixfps(self, '27 1 1', none);
+                       self.anim_blockstart = animfixfps(self, '8 1 1', none);
+                       self.anim_blockend = animfixfps(self, '7 1 1', none);
+
+                       return true;
                }
+               #endif
+               #ifdef SVQC
                case MR_SETUP:
                {
                        if(!self.health) self.health = (autocvar_g_monster_zombie_health);
+                       if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
+                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
+                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
 
                        if(self.spawnflags & MONSTERFLAG_NORESPAWN)
                                self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
 
+                       self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+
                        self.monster_loot = spawnfunc_item_health_medium;
-                       self.monster_attackfunc = zombie_attack;
-                       self.frame = zombie_anim_spawn;
-                       self.spawn_time = time + 2.1;
+                       self.monster_attackfunc = M_Zombie_Attack;
                        self.spawnshieldtime = self.spawn_time;
                        self.respawntime = 0.2;
+                       self.damageforcescale = 0.0001; // no push while spawning
 
-                       return TRUE;
-               }
-               case MR_PRECACHE:
-               {
-                       precache_model ("models/monsters/zombie.dpm");
-                       return TRUE;
-               }
-       }
+                       setanim(self, self.anim_spawn, false, true, true);
+                       self.spawn_time = self.animstate_endtime;
 
-       return TRUE;
-}
-
-#endif // SVQC
-#ifdef CSQC
-float m_zombie(float req)
-{
-       switch(req)
-       {
+                       return true;
+               }
                case MR_PRECACHE:
                {
-                       precache_model ("models/monsters/zombie.dpm");
-                       return TRUE;
+                       precache_model("models/monsters/zombie.dpm");
+                       return true;
                }
+               #endif
        }
 
-       return TRUE;
+       return true;
 }
-
-#endif // CSQC
-#endif // REGISTER_MONSTER