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1 #ifndef SHAMBLER_H
2 #define SHAMBLER_H
3
4 #ifdef GAMEQC
5 MODEL(MON_SHAMBLER, M_Model("shambler.mdl"));
6 #endif
7
8 CLASS(Shambler, Monster)
9     ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
10     ATTRIB(Shambler, mins, vector, '-41 -41 -31');
11     ATTRIB(Shambler, maxs, vector, '41 41 65');
12 #ifdef GAMEQC
13     ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
14 #endif
15     ATTRIB(Shambler, netname, string, "shambler");
16     ATTRIB(Shambler, monster_name, string, _("Shambler"));
17 ENDCLASS(Shambler)
18
19 REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
20 #ifdef GAMEQC
21     this.mr_precache(this);
22 #endif
23 }
24
25 #endif
26
27 #ifdef IMPLEMENTATION
28
29 #ifdef SVQC
30 float autocvar_g_monster_shambler_health;
31 float autocvar_g_monster_shambler_damageforcescale = 0.1;
32 float autocvar_g_monster_shambler_attack_smash_damage;
33 float autocvar_g_monster_shambler_attack_smash_range;
34 float autocvar_g_monster_shambler_attack_claw_damage;
35 float autocvar_g_monster_shambler_attack_lightning_damage;
36 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
37 float autocvar_g_monster_shambler_attack_lightning_force;
38 float autocvar_g_monster_shambler_attack_lightning_radius;
39 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
40 float autocvar_g_monster_shambler_attack_lightning_speed;
41 float autocvar_g_monster_shambler_attack_lightning_speed_up;
42 float autocvar_g_monster_shambler_speed_stop;
43 float autocvar_g_monster_shambler_speed_run;
44 float autocvar_g_monster_shambler_speed_walk;
45
46 /*
47 const float shambler_anim_stand         = 0;
48 const float shambler_anim_walk          = 1;
49 const float shambler_anim_run           = 2;
50 const float shambler_anim_smash         = 3;
51 const float shambler_anim_swingr        = 4;
52 const float shambler_anim_swingl        = 5;
53 const float shambler_anim_magic         = 6;
54 const float shambler_anim_pain          = 7;
55 const float shambler_anim_death         = 8;
56 */
57
58 .float shambler_lastattack; // delay attacks separately
59
60 void M_Shambler_Attack_Smash(entity this)
61 {
62         makevectors(this.angles);
63         Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
64         sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
65
66         // RadiusDamage does NOT support custom starting location, which means we must use this hack...
67
68         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);
69
70         if(trace_ent.takedamage)
71                 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));
72 }
73
74 void M_Shambler_Attack_Swing(entity this)
75 {
76         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);
77 }
78
79 #include <common/effects/qc/all.qh>
80
81 void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
82 {
83         sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
84         Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
85
86         this.event_damage = func_null;
87         this.takedamage = DAMAGE_NO;
88         set_movetype(this, MOVETYPE_NONE);
89         this.velocity = '0 0 0';
90
91         if(this.move_movetype == MOVETYPE_NONE)
92                 this.velocity = this.oldvelocity;
93
94         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),
95                                         NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
96
97         FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
98         {
99                 te_csqc_lightningarc(this.origin, it.origin);
100                 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');
101         });
102
103         setthink(this, SUB_Remove);
104         this.nextthink = time + 0.2;
105 }
106
107 void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
108 {
109         M_Shambler_Attack_Lightning_Explode(this, trigger);
110 }
111
112 void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
113 {
114         if (this.health <= 0)
115                 return;
116
117         if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
118                 return; // g_projectiles_damage says to halt
119
120         this.health = this.health - damage;
121
122         if (this.health <= 0)
123                 W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
124 }
125
126 void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
127 {
128         PROJECTILE_TOUCH(this, toucher);
129
130         this.use(this, NULL, toucher);
131 }
132
133 void M_Shambler_Attack_Lightning_Think(entity this)
134 {
135         this.nextthink = time;
136         if (time > this.cnt)
137         {
138                 M_Shambler_Attack_Lightning_Explode(this, NULL);
139                 return;
140         }
141 }
142
143 void M_Shambler_Attack_Lightning(entity this)
144 {
145         entity gren;
146
147         monster_makevectors(this, this.enemy);
148
149         gren = new(grenade);
150         gren.owner = gren.realowner = this;
151         gren.bot_dodge = true;
152         gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
153         set_movetype(gren, MOVETYPE_BOUNCE);
154         PROJECTILE_MAKETRIGGER(gren);
155         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
156         setorigin(gren, CENTER_OR_VIEWOFS(this));
157         setsize(gren, '-8 -8 -8', '8 8 8');
158         gren.scale = 2.5;
159
160         gren.cnt = time + 5;
161         gren.nextthink = time;
162         setthink(gren, M_Shambler_Attack_Lightning_Think);
163         gren.use = M_Shambler_Attack_Lightning_Explode_use;
164         settouch(gren, M_Shambler_Attack_Lightning_Touch);
165
166         gren.takedamage = DAMAGE_YES;
167         gren.health = 50;
168         gren.damageforcescale = 0;
169         gren.event_damage = M_Shambler_Attack_Lightning_Damage;
170         gren.damagedbycontents = true;
171         gren.missile_flags = MIF_SPLASH | MIF_ARC;
172         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);
173
174         gren.angles = vectoangles (gren.velocity);
175         gren.flags = FL_PROJECTILE;
176         IL_PUSH(g_projectiles, gren);
177
178         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
179 }
180
181 .int state;
182
183 bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
184 {
185         switch(attack_type)
186         {
187                 case MONSTER_ATTACK_MELEE:
188                 {
189                         int swing_cnt = bound(1, floor(random() * 4), 3);
190                         Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
191                         actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
192                         return true;
193                 }
194                 case MONSTER_ATTACK_RANGED:
195                 {
196                         float randomness = random();
197
198                         if(time >= actor.shambler_lastattack) // shambler doesn't attack much
199                         if(IS_ONGROUND(actor))
200                         if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
201                         {
202                                 setanim(actor, actor.anim_melee2, true, true, false);
203                                 Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
204                                 actor.attack_finished_single[0] = time + 1.1;
205                                 actor.anim_finished = time + 1.1;
206                                 actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
207                                 actor.shambler_lastattack = time + 3 + random() * 1.5;
208                                 return true;
209                         }
210                         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
211                         {
212                                 setanim(actor, actor.anim_shoot, true, true, false);
213                                 actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
214                                 actor.attack_finished_single[0] = time + 1.1;
215                                 actor.anim_finished = 1.1;
216                                 actor.shambler_lastattack = time + 3 + random() * 1.5;
217                                 Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
218                                 return true;
219                         }
220
221                         return false;
222                 }
223         }
224
225         return false;
226 }
227
228 spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
229 #endif // SVQC
230
231 #ifdef SVQC
232 METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
233 {
234     TC(Shambler, this);
235     return true;
236 }
237
238 METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
239 {
240     TC(Shambler, this);
241     actor.pain_finished = time + 0.5;
242     setanim(actor, actor.anim_pain1, true, true, false);
243     return damage_take;
244 }
245
246 METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
247 {
248     TC(Shambler, this);
249     setanim(actor, actor.anim_die1, false, true, true);
250     return true;
251 }
252 #endif
253 #ifdef GAMEQC
254 METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
255 {
256     TC(Shambler, this);
257     vector none = '0 0 0';
258     actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
259     actor.anim_walk = animfixfps(actor, '1 1 1', none);
260     actor.anim_idle = animfixfps(actor, '0 1 1', none);
261     actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
262     actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
263     actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
264     actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
265     actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
266     actor.anim_run = animfixfps(actor, '2 1 1', none);
267     return true;
268 }
269 #endif
270 #ifdef SVQC
271 spawnfunc(item_health_mega);
272 .float animstate_endtime;
273 METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
274 {
275     TC(Shambler, this);
276     if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
277     if(!actor.attack_range) actor.attack_range = 150;
278     if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
279     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
280     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
281     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
282
283     actor.monster_loot = spawnfunc_item_health_mega;
284     actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
285
286     setanim(actor, actor.anim_shoot, false, true, true);
287     actor.spawn_time = actor.animstate_endtime;
288     actor.spawnshieldtime = actor.spawn_time;
289     actor.monster_attackfunc = M_Shambler_Attack;
290
291     return true;
292 }
293
294 METHOD(Shambler, mr_precache, bool(Shambler this))
295 {
296     TC(Shambler, this);
297     return true;
298 }
299 #endif
300
301 #endif