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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / zombie.qc
1 #include "zombie.qh"
2
3 #ifdef IMPLEMENTATION
4
5 #ifdef SVQC
6 float autocvar_g_monster_zombie_health;
7 float autocvar_g_monster_zombie_damageforcescale = 0.55;
8 float autocvar_g_monster_zombie_attack_melee_damage;
9 float autocvar_g_monster_zombie_attack_melee_delay;
10 float autocvar_g_monster_zombie_attack_leap_damage;
11 float autocvar_g_monster_zombie_attack_leap_force;
12 float autocvar_g_monster_zombie_attack_leap_speed;
13 float autocvar_g_monster_zombie_attack_leap_delay;
14 float autocvar_g_monster_zombie_speed_stop;
15 float autocvar_g_monster_zombie_speed_run;
16 float autocvar_g_monster_zombie_speed_walk;
17
18 /*
19 const float zombie_anim_attackleap                      = 0;
20 const float zombie_anim_attackrun1                      = 1;
21 const float zombie_anim_attackrun2                      = 2;
22 const float zombie_anim_attackrun3                      = 3;
23 const float zombie_anim_attackstanding1         = 4;
24 const float zombie_anim_attackstanding2         = 5;
25 const float zombie_anim_attackstanding3         = 6;
26 const float zombie_anim_blockend                        = 7;
27 const float zombie_anim_blockstart                      = 8;
28 const float zombie_anim_deathback1                      = 9;
29 const float zombie_anim_deathback2                      = 10;
30 const float zombie_anim_deathback3                      = 11;
31 const float zombie_anim_deathfront1                     = 12;
32 const float zombie_anim_deathfront2                     = 13;
33 const float zombie_anim_deathfront3                     = 14;
34 const float zombie_anim_deathleft1                      = 15;
35 const float zombie_anim_deathleft2                      = 16;
36 const float zombie_anim_deathright1                     = 17;
37 const float zombie_anim_deathright2                     = 18;
38 const float zombie_anim_idle                            = 19;
39 const float zombie_anim_painback1                       = 20;
40 const float zombie_anim_painback2                       = 21;
41 const float zombie_anim_painfront1                      = 22;
42 const float zombie_anim_painfront2                      = 23;
43 const float zombie_anim_runbackwards            = 24;
44 const float zombie_anim_runbackwardsleft        = 25;
45 const float zombie_anim_runbackwardsright       = 26;
46 const float zombie_anim_runforward                      = 27;
47 const float zombie_anim_runforwardleft          = 28;
48 const float zombie_anim_runforwardright         = 29;
49 const float zombie_anim_spawn                           = 30;
50 */
51
52 .vector moveto;
53
54 void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
55 {
56         if (this.health <= 0)
57                 return;
58
59         vector angles_face;
60
61         if(toucher.takedamage)
62         {
63                 angles_face = vectoangles(this.moveto - this.origin);
64                 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
65                 Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face);
66                 settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
67                 this.state = 0;
68         }
69
70         if (trace_dphitcontents)
71         {
72                 this.state = 0;
73                 settouch(this, Monster_Touch);
74         }
75 }
76
77 void M_Zombie_Defend_Block_End(entity this)
78 {
79         if(this.health <= 0)
80                 return;
81
82         setanim(this, this.anim_blockend, false, true, true);
83         this.armorvalue = autocvar_g_monsters_armor_blockpercent;
84 }
85
86 bool M_Zombie_Defend_Block(entity this)
87 {
88         this.armorvalue = 0.9;
89         this.state = MONSTER_ATTACK_MELEE; // freeze monster
90         this.attack_finished_single[0] = time + 2.1;
91         this.anim_finished = this.attack_finished_single[0];
92         setanim(this, this.anim_blockstart, false, true, true);
93
94         Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
95
96         return true;
97 }
98
99 bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
100 {
101         switch(attack_type)
102         {
103                 case MONSTER_ATTACK_MELEE:
104                 {
105                         if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
106                                 return M_Zombie_Defend_Block(actor);
107
108                         float anim_chance = random();
109                         vector chosen_anim;
110
111                         if(anim_chance < 0.33)
112                                 chosen_anim = actor.anim_melee1;
113                         else if(anim_chance < 0.66)
114                                 chosen_anim = actor.anim_melee2;
115                         else
116                                 chosen_anim = actor.anim_melee3;
117
118                         return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
119                 }
120                 case MONSTER_ATTACK_RANGED:
121                 {
122                         makevectors(actor.angles);
123                         return Monster_Attack_Leap(actor, actor.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
124                 }
125         }
126
127         return false;
128 }
129
130 spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
131 #endif // SVQC
132
133 #ifdef SVQC
134 METHOD(Zombie, mr_think, bool(Zombie this, entity actor))
135 {
136     TC(Zombie, this);
137     if(time >= actor.spawn_time)
138         actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
139     return true;
140 }
141
142 METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype))
143 {
144     TC(Zombie, this);
145     actor.pain_finished = time + 0.34;
146     setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
147     return damage_take;
148 }
149
150 METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
151 {
152     TC(Zombie, this);
153     actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
154
155     setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
156     return true;
157 }
158 #endif
159 #ifdef GAMEQC
160 METHOD(Zombie, mr_anim, bool(Zombie this, entity actor))
161 {
162     TC(Zombie, this);
163     vector none = '0 0 0';
164     actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
165     actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
166     actor.anim_spawn = animfixfps(actor, '30 1 3', none);
167     actor.anim_walk = animfixfps(actor, '27 1 1', none);
168     actor.anim_idle = animfixfps(actor, '19 1 1', none);
169     actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
170     actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
171     actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
172     actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
173     actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
174     actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
175     actor.anim_run = animfixfps(actor, '27 1 1', none);
176     actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
177     actor.anim_blockend = animfixfps(actor, '7 1 1', none);
178     return true;
179 }
180 #endif
181 #ifdef SVQC
182 METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
183 {
184     TC(Zombie, this);
185     if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
186     if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
187     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
188     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
189
190     if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
191         actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
192
193     actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
194
195     actor.monster_loot = spawnfunc_item_health_medium;
196     actor.monster_attackfunc = M_Zombie_Attack;
197     actor.spawnshieldtime = actor.spawn_time;
198     actor.respawntime = 0.2;
199     actor.damageforcescale = 0.0001; // no push while spawning
200
201     setanim(actor, actor.anim_spawn, false, true, true);
202     actor.spawn_time = actor.animstate_endtime;
203
204     return true;
205 }
206
207 METHOD(Zombie, mr_precache, bool(Zombie this))
208 {
209     TC(Zombie, this);
210     return true;
211 }
212 #endif
213
214 #endif