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Merge branch 'master' into Mario/speed_var
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
1 #include "shambler.qh"
2
3 #ifdef SVQC
4 float autocvar_g_monster_shambler_health;
5 float autocvar_g_monster_shambler_damageforcescale = 0.1;
6 float autocvar_g_monster_shambler_attack_smash_damage;
7 float autocvar_g_monster_shambler_attack_smash_range;
8 float autocvar_g_monster_shambler_attack_claw_damage;
9 float autocvar_g_monster_shambler_attack_lightning_damage;
10 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
11 float autocvar_g_monster_shambler_attack_lightning_force;
12 float autocvar_g_monster_shambler_attack_lightning_radius;
13 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
14 float autocvar_g_monster_shambler_attack_lightning_speed;
15 float autocvar_g_monster_shambler_attack_lightning_speed_up;
16 float autocvar_g_monster_shambler_speed_stop;
17 float autocvar_g_monster_shambler_speed_run;
18 float autocvar_g_monster_shambler_speed_walk;
19
20 /*
21 const float shambler_anim_stand         = 0;
22 const float shambler_anim_walk          = 1;
23 const float shambler_anim_run           = 2;
24 const float shambler_anim_smash         = 3;
25 const float shambler_anim_swingr        = 4;
26 const float shambler_anim_swingl        = 5;
27 const float shambler_anim_magic         = 6;
28 const float shambler_anim_pain          = 7;
29 const float shambler_anim_death         = 8;
30 */
31
32 .float shambler_lastattack; // delay attacks separately
33
34 void M_Shambler_Attack_Smash(entity this)
35 {
36         makevectors(this.angles);
37         Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
38         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
39
40         // RadiusDamage does NOT support custom starting location, which means we must use this hack...
41
42         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);
43
44         if(trace_ent.takedamage)
45                 Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
46 }
47
48 void M_Shambler_Attack_Swing(entity this)
49 {
50         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);
51 }
52
53 #include <common/effects/qc/_mod.qh>
54
55 void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
56 {
57         sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
58         Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
59
60         this.event_damage = func_null;
61         this.takedamage = DAMAGE_NO;
62         set_movetype(this, MOVETYPE_NONE);
63         this.velocity = '0 0 0';
64
65         if(this.move_movetype == MOVETYPE_NONE)
66                 this.velocity = this.oldvelocity;
67
68         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),
69                                         NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
70
71         FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
72         {
73                 te_csqc_lightningarc(this.origin, it.origin);
74                 Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
75         });
76
77         setthink(this, SUB_Remove);
78         this.nextthink = time + 0.2;
79 }
80
81 void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
82 {
83         M_Shambler_Attack_Lightning_Explode(this, trigger);
84 }
85
86 void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
87 {
88         if (GetResource(this, RES_HEALTH) <= 0)
89                 return;
90
91         if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
92                 return; // g_projectiles_damage says to halt
93
94         TakeResource(this, RES_HEALTH, damage);
95
96         if (GetResource(this, RES_HEALTH) <= 0)
97                 W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
98 }
99
100 void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
101 {
102         PROJECTILE_TOUCH(this, toucher);
103
104         this.use(this, NULL, toucher);
105 }
106
107 void M_Shambler_Attack_Lightning_Think(entity this)
108 {
109         this.nextthink = time;
110         if (time > this.cnt)
111         {
112                 M_Shambler_Attack_Lightning_Explode(this, NULL);
113                 return;
114         }
115 }
116
117 void M_Shambler_Attack_Lightning(entity this)
118 {
119         entity gren = new(grenade);
120         gren.owner = gren.realowner = this;
121         gren.bot_dodge = true;
122         gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
123         set_movetype(gren, MOVETYPE_BOUNCE);
124         PROJECTILE_MAKETRIGGER(gren);
125         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
126         setorigin(gren, CENTER_OR_VIEWOFS(this));
127         setsize(gren, '-8 -8 -8', '8 8 8');
128         gren.scale = 2.5;
129
130         gren.cnt = time + 5;
131         gren.nextthink = time;
132         setthink(gren, M_Shambler_Attack_Lightning_Think);
133         gren.use = M_Shambler_Attack_Lightning_Explode_use;
134         settouch(gren, M_Shambler_Attack_Lightning_Touch);
135
136         gren.takedamage = DAMAGE_YES;
137         SetResourceExplicit(gren, RES_HEALTH, 50);
138         gren.damageforcescale = 0;
139         gren.event_damage = M_Shambler_Attack_Lightning_Damage;
140         gren.damagedbycontents = true;
141         IL_PUSH(g_damagedbycontents, gren);
142         gren.missile_flags = MIF_SPLASH | MIF_ARC;
143         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);
144
145         gren.angles = vectoangles (gren.velocity);
146         gren.flags = FL_PROJECTILE;
147         IL_PUSH(g_projectiles, gren);
148         IL_PUSH(g_bot_dodge, gren);
149
150         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
151 }
152
153 .int state;
154
155 bool M_Shambler_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
156 {
157         switch(attack_type)
158         {
159                 case MONSTER_ATTACK_MELEE:
160                 {
161                         int swing_cnt = bound(1, floor(random() * 4), 3);
162                         Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
163                         actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
164                         return true;
165                 }
166                 case MONSTER_ATTACK_RANGED:
167                 {
168                         float randomness = random();
169
170                         if(time >= actor.shambler_lastattack) // shambler doesn't attack much
171                         if(IS_ONGROUND(actor))
172                         if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
173                         {
174                                 setanim(actor, actor.anim_melee2, true, true, false);
175                                 Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
176                                 actor.attack_finished_single[0] = time + 1.1;
177                                 actor.anim_finished = time + 1.1;
178                                 actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
179                                 actor.shambler_lastattack = time + 3 + random() * 1.5;
180                                 return true;
181                         }
182                         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
183                         {
184                                 setanim(actor, actor.anim_shoot, true, true, false);
185                                 actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
186                                 actor.attack_finished_single[0] = time + 1.1;
187                                 actor.anim_finished = 1.1;
188                                 actor.shambler_lastattack = time + 3 + random() * 1.5;
189                                 Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
190                                 return true;
191                         }
192
193                         return false;
194                 }
195         }
196
197         return false;
198 }
199
200 spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER.monsterid); }
201 #endif // SVQC
202
203 #ifdef SVQC
204 METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
205 {
206     TC(Shambler, this);
207     return true;
208 }
209
210 METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
211 {
212     TC(Shambler, this);
213     actor.pain_finished = time + 0.5;
214     setanim(actor, actor.anim_pain1, true, true, false);
215     return damage_take;
216 }
217
218 METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
219 {
220     TC(Shambler, this);
221     setanim(actor, actor.anim_die1, false, true, true);
222     return true;
223 }
224 #endif
225 #ifdef GAMEQC
226 METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
227 {
228     TC(Shambler, this);
229     vector none = '0 0 0';
230     actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
231     actor.anim_walk = animfixfps(actor, '1 1 1', none);
232     actor.anim_idle = animfixfps(actor, '0 1 1', none);
233     actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
234     actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
235     actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
236     actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
237     actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
238     actor.anim_run = animfixfps(actor, '2 1 1', none);
239     return true;
240 }
241 #endif
242 #ifdef SVQC
243 .float animstate_endtime;
244 METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
245 {
246     TC(Shambler, this);
247     if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_shambler_health);
248     if(!actor.attack_range) actor.attack_range = 150;
249     if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
250     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
251     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
252     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
253
254     actor.monster_loot = ITEM_HealthMega;
255     actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
256
257     setanim(actor, actor.anim_shoot, false, true, true);
258     actor.spawn_time = actor.animstate_endtime;
259     actor.spawnshieldtime = actor.spawn_time;
260     actor.monster_attackfunc = M_Shambler_Attack;
261
262     return true;
263 }
264 #endif