X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fshambler.qc;h=9f6fb8d1b2017d241bd648a42d3c4c452e762ce0;hb=118e6c304a242d2de95978fdbf593a62c9d86073;hp=47e371a978980daf59d020caaca3813a1152ef49;hpb=7bae88d09fbd53cce732e31633aea92671b43699;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc index 47e371a97..9f6fb8d1b 100644 --- a/qcsrc/common/monsters/monster/shambler.qc +++ b/qcsrc/common/monsters/monster/shambler.qc @@ -1,24 +1,39 @@ +#ifndef SHAMBLER_H +#define SHAMBLER_H + #ifndef MENUQC -bool m_shambler(int); +MODEL(MON_SHAMBLER, M_Model("shambler.mdl")); #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") -) { + +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 - this.monster_func = m_shambler; + ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER); +#endif + ATTRIB(Shambler, netname, string, "shambler"); + ATTRIB(Shambler, monster_name, string, _("Shambler")); +ENDCLASS(Shambler) + +REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) { +#ifndef MENUQC + this.mr_precache(this); #endif } +#endif + +#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 +43,7 @@ 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; @@ -37,38 +53,37 @@ 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, W_Sound("rocket_impact"), 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); + + // 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(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() -{ +#include + +void M_Shambler_Attack_Lightning_Explode() +{SELFPARAM(); entity head; - sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM); - Send_Effect("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, self.origin, '0 0 0', 1); self.event_damage = func_null; self.takedamage = DAMAGE_NO; @@ -83,73 +98,72 @@ 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.m_id, head.origin, '0 0 0'); } - self.think = SUB_Remove; + self.think = SUB_Remove_self; self.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_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { - if (self.health <= 0) + 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) + WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.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(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; 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; + 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.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); @@ -160,33 +174,43 @@ void shambler_lightning() 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 +221,77 @@ 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, bool(Shambler this, entity actor)) { - 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 true; } -#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 +#ifndef MENUQC +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