]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/shambler.qc
Merge branch 'master' into terencehill/hud_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
index f4f29d9fbc1d62427f00a89a8cf6dcb2fb5d4fee..3ba01fe21f226005c15b0bc04d59084e0b923938 100644 (file)
@@ -1,24 +1,15 @@
-#ifndef MENUQC
-bool m_shambler(int);
-#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")
-) {
-#ifndef MENUQC
-       this.monster_func = m_shambler;
-#endif
-}
+#include "shambler.qh"
+
+#ifdef IMPLEMENTATION
 
 #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;
@@ -28,6 +19,7 @@ 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;
@@ -37,156 +29,168 @@ 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(entity this)
 {
-       makevectors(self.angles);
-       Send_Effect("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);
+       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);
 
-       tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
+       // RadiusDamage does NOT support custom starting location, which means we must use this hack...
+
+       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_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, 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 shambler_swing()
+void M_Shambler_Attack_Swing(entity this)
 {
-       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)
-       {
-               defer(0.5, shambler_swing);
-               self.attack_finished_single += 0.5;
-       }
+       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);
 }
 
-void shambler_lightning_explode()
-{
-       entity head;
+#include <common/effects/qc/all.qh>
 
-       sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
-       Send_Effect("electro_impact", '0 0 0', '0 0 0', 1);
+void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
+{
+       sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+       Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
 
-       self.event_damage = func_null;
-       self.takedamage = DAMAGE_NO;
-       self.movetype = MOVETYPE_NONE;
-       self.velocity = '0 0 0';
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+       set_movetype(this, MOVETYPE_NONE);
+       this.velocity = '0 0 0';
 
-       if(self.movetype == MOVETYPE_NONE)
-               self.velocity = self.oldvelocity;
+       if(this.move_movetype == MOVETYPE_NONE)
+               this.velocity = this.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);
+       RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
+                                       NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
 
-       for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
+       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.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');
-       }
+               te_csqc_lightningarc(this.origin, it.origin);
+               Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, it.origin, '0 0 0');
+       });
 
-       self.think = SUB_Remove;
-       self.nextthink = time + 0.2;
+       setthink(this, SUB_Remove);
+       this.nextthink = time + 0.2;
 }
 
-void shambler_lightning_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
 {
-       if (self.health <= 0)
+       M_Shambler_Attack_Lightning_Explode(this, trigger);
+}
+
+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)
+               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
-void shambler_lightning_touch()
+void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
 {
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this, toucher);
 
-       self.use ();
+       this.use(this, NULL, toucher);
 }
 
-void shambler_lightning_think()
+void M_Shambler_Attack_Lightning_Think(entity this)
 {
-       self.nextthink = time;
-       if (time > self.cnt)
+       this.nextthink = time;
+       if (time > this.cnt)
        {
-               other = world;
-               shambler_lightning_explode();
+               M_Shambler_Attack_Lightning_Explode(this, NULL);
                return;
        }
 }
 
-void shambler_lightning()
+void M_Shambler_Attack_Lightning(entity this)
 {
        entity gren;
 
-       monster_makevectors(self.enemy);
+       monster_makevectors(this, this.enemy);
 
-       gren = spawn ();
-       gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
+       gren = new(grenade);
+       gren.owner = gren.realowner = this;
        gren.bot_dodge = true;
        gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
-       gren.movetype = MOVETYPE_BOUNCE;
+       set_movetype(gren, MOVETYPE_BOUNCE);
        PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
-       setorigin(gren, CENTER_OR_VIEWOFS(self));
+       gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
+       setorigin(gren, CENTER_OR_VIEWOFS(this));
        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;
+       setthink(gren, M_Shambler_Attack_Lightning_Think);
+       gren.use = M_Shambler_Attack_Lightning_Explode_use;
+       settouch(gren, M_Shambler_Attack_Lightning_Touch);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = 50;
        gren.damageforcescale = 0;
-       gren.event_damage = shambler_lightning_damage;
+       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);
 
        gren.angles = vectoangles (gren.velocity);
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
 
        CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
 }
 
-float shambler_attack(float attack_type)
+.int state;
+
+bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
 {
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       shambler_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:
                {
-                       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)
+                       float randomness = random();
+
+                       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))
                        {
-                               self.frame = shambler_anim_smash;
-                               defer(0.7, shambler_smash);
-                               self.attack_finished_single = time + 1.1;
-                               self.shambler_lastattack = time + 3;
+                               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(random() <= 0.1) // 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
                        {
-                               self.frame = shambler_anim_magic;
-                               self.attack_finished_single = time + 1.1;
-                               self.shambler_lastattack = time + 3;
-                               defer(0.6, shambler_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;
                        }
 
@@ -197,62 +201,77 @@ float shambler_attack(float attack_type)
        return false;
 }
 
-void spawnfunc_monster_shambler()
-{
-       self.classname = "monster_shambler";
+spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
+#endif // SVQC
 
-       if(!monster_initialize(MON_SHAMBLER.monsterid)) { remove(self); return; }
+#ifdef SVQC
+METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
+{
+    TC(Shambler, this);
+    return true;
 }
 
-float m_shambler(float req)
+METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
 {
-       switch(req)
-       {
-               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;
-               }
-               case MR_DEATH:
-               {
-                       self.frame = shambler_anim_death;
-                       return true;
-               }
-               case MR_SETUP:
-               {
-                       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;
-                       self.frame = shambler_anim_stand;
-                       self.weapon = WEP_VORTEX.m_id;
-
-                       return true;
-               }
-               case MR_PRECACHE:
-               {
-                       precache_model("models/monsters/shambler.mdl");
-                       return true;
-               }
-       }
-
-       return true;
+    TC(Shambler, this);
+    actor.pain_finished = time + 0.5;
+    setanim(actor, actor.anim_pain1, true, true, false);
+    return damage_take;
 }
 
-#endif // SVQC
-#ifdef CSQC
-float m_shambler(float req)
+METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
 {
-       switch(req)
-       {
-               case MR_PRECACHE:
-               {
-                       return true;
-               }
-       }
+    TC(Shambler, this);
+    setanim(actor, actor.anim_die1, false, true, true);
+    return true;
+}
+#endif
+#ifdef GAMEQC
+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;
+}
 
-       return true;
+METHOD(Shambler, mr_precache, bool(Shambler this))
+{
+    TC(Shambler, this);
+    return true;
 }
+#endif
 
-#endif // CSQC
+#endif