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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
1 #ifndef SHAMBLER_H
2 #define SHAMBLER_H
3
4 #ifndef MENUQC
5 MODEL(MON_SHAMBLER, "models/monsters/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 #ifndef MENUQC
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 #ifndef MENUQC
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()
61 {SELFPARAM();
62         makevectors(self.angles);
63         Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
64         sound(self, 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(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
69
70         if(trace_ent.takedamage)
71                 Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
72 }
73
74 void M_Shambler_Attack_Swing()
75 {SELFPARAM();
76         float r = (random() < 0.5);
77         if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true))
78         {
79                 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
80                 self.attack_finished_single += 0.5;
81                 self.anim_finished = self.attack_finished_single;
82         }
83 }
84
85 void M_Shambler_Attack_Lightning_Explode()
86 {SELFPARAM();
87         entity head;
88
89         sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
90         Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
91
92         self.event_damage = func_null;
93         self.takedamage = DAMAGE_NO;
94         self.movetype = MOVETYPE_NONE;
95         self.velocity = '0 0 0';
96
97         if(self.movetype == MOVETYPE_NONE)
98                 self.velocity = self.oldvelocity;
99
100         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);
101
102         for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
103         {
104                 te_csqc_lightningarc(self.origin, head.origin);
105                 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
106         }
107
108         self.think = SUB_Remove;
109         self.nextthink = time + 0.2;
110 }
111
112 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
113 {SELFPARAM();
114         if (self.health <= 0)
115                 return;
116
117         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
118                 return; // g_projectiles_damage says to halt
119
120         self.health = self.health - damage;
121
122         if (self.health <= 0)
123                 W_PrepareExplosionByDamage(attacker, self.use);
124 }
125
126 void M_Shambler_Attack_Lightning_Touch()
127 {SELFPARAM();
128         PROJECTILE_TOUCH;
129
130         self.use ();
131 }
132
133 void M_Shambler_Attack_Lightning_Think()
134 {SELFPARAM();
135         self.nextthink = time;
136         if (time > self.cnt)
137         {
138                 other = world;
139                 M_Shambler_Attack_Lightning_Explode();
140                 return;
141         }
142 }
143
144 void M_Shambler_Attack_Lightning()
145 {SELFPARAM();
146         entity gren;
147
148         monster_makevectors(self.enemy);
149
150         gren = spawn ();
151         gren.owner = gren.realowner = self;
152         gren.classname = "grenade";
153         gren.bot_dodge = true;
154         gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
155         gren.movetype = MOVETYPE_BOUNCE;
156         PROJECTILE_MAKETRIGGER(gren);
157         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
158         setorigin(gren, CENTER_OR_VIEWOFS(self));
159         setsize(gren, '-8 -8 -8', '8 8 8');
160         gren.scale = 2.5;
161
162         gren.cnt = time + 5;
163         gren.nextthink = time;
164         gren.think = M_Shambler_Attack_Lightning_Think;
165         gren.use = M_Shambler_Attack_Lightning_Explode;
166         gren.touch = M_Shambler_Attack_Lightning_Touch;
167
168         gren.takedamage = DAMAGE_YES;
169         gren.health = 50;
170         gren.damageforcescale = 0;
171         gren.event_damage = M_Shambler_Attack_Lightning_Damage;
172         gren.damagedbycontents = true;
173         gren.missile_flags = MIF_SPLASH | MIF_ARC;
174         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);
175
176         gren.angles = vectoangles (gren.velocity);
177         gren.flags = FL_PROJECTILE;
178
179         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
180 }
181
182 float M_Shambler_Attack(float attack_type, entity targ)
183 {SELFPARAM();
184         switch(attack_type)
185         {
186                 case MONSTER_ATTACK_MELEE:
187                 {
188                         M_Shambler_Attack_Swing();
189                         return true;
190                 }
191                 case MONSTER_ATTACK_RANGED:
192                 {
193                         float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
194
195                         if(time >= self.shambler_lastattack) // shambler doesn't attack much
196                         if(self.flags & FL_ONGROUND)
197                         if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
198                         {
199                                 setanim(self, self.anim_melee2, true, true, false);
200                                 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
201                                 self.attack_finished_single = time + 1.1;
202                                 self.anim_finished = time + 1.1;
203                                 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
204                                 self.shambler_lastattack = time + 3 + random() * 1.5;
205                                 return true;
206                         }
207                         else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
208                         {
209                                 setanim(self, self.anim_shoot, true, true, false);
210                                 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
211                                 self.attack_finished_single = time + 1.1;
212                                 self.anim_finished = 1.1;
213                                 self.shambler_lastattack = time + 3 + random() * 1.5;
214                                 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
215                                 return true;
216                         }
217
218                         return false;
219                 }
220         }
221
222         return false;
223 }
224
225 spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
226 #endif // SVQC
227
228                 #ifdef SVQC
229                 METHOD(Shambler, mr_think, bool(Shambler thismon))
230                 {
231                         return true;
232                 }
233                 METHOD(Shambler, mr_pain, bool(Shambler thismon))
234                 {
235                         SELFPARAM();
236                         self.pain_finished = time + 0.5;
237                         setanim(self, self.anim_pain1, true, true, false);
238                         return true;
239                 }
240                 METHOD(Shambler, mr_death, bool(Shambler thismon))
241                 {
242                         SELFPARAM();
243                         setanim(self, self.anim_die1, false, true, true);
244                         return true;
245                 }
246                 #endif
247                 #ifndef MENUQC
248                 METHOD(Shambler, mr_anim, bool(Shambler thismon))
249                 {
250                         SELFPARAM();
251                         vector none = '0 0 0';
252                         self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
253                         self.anim_walk = animfixfps(self, '1 1 1', none);
254                         self.anim_idle = animfixfps(self, '0 1 1', none);
255                         self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
256                         self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
257                         self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
258                         self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
259                         self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
260                         self.anim_run = animfixfps(self, '2 1 1', none);
261
262                         return true;
263                 }
264                 #endif
265                 #ifdef SVQC
266                 METHOD(Shambler, mr_setup, bool(Shambler thismon))
267                 {
268                         SELFPARAM();
269                         if(!self.health) self.health = (autocvar_g_monster_shambler_health);
270                         if(!self.attack_range) self.attack_range = 150;
271                         if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
272                         if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
273                         if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
274                         if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
275
276                         self.monster_loot = spawnfunc_item_health_mega;
277                         self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
278
279                         setanim(self, self.anim_shoot, false, true, true);
280                         self.spawn_time = self.animstate_endtime;
281                         self.spawnshieldtime = self.spawn_time;
282                         self.monster_attackfunc = M_Shambler_Attack;
283
284                         return true;
285                 }
286                 METHOD(Shambler, mr_precache, bool(Shambler thismon))
287                 {
288                         return true;
289                 }
290                 #endif
291
292 #endif