]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/golem.qc
Merge breaking changes for 0.8.5 into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / golem.qc
diff --git a/qcsrc/common/monsters/monster/golem.qc b/qcsrc/common/monsters/monster/golem.qc
new file mode 100644 (file)
index 0000000..8762dd9
--- /dev/null
@@ -0,0 +1,282 @@
+#include "golem.qh"
+
+#ifdef SVQC
+float autocvar_g_monster_golem_health;
+float autocvar_g_monster_golem_damageforcescale = 0.1;
+float autocvar_g_monster_golem_attack_smash_damage;
+float autocvar_g_monster_golem_attack_smash_force = 100;
+float autocvar_g_monster_golem_attack_smash_range = 200;
+float autocvar_g_monster_golem_attack_claw_damage;
+float autocvar_g_monster_golem_attack_lightning_damage;
+float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
+float autocvar_g_monster_golem_attack_lightning_force;
+float autocvar_g_monster_golem_attack_lightning_radius;
+float autocvar_g_monster_golem_attack_lightning_radius_zap;
+float autocvar_g_monster_golem_attack_lightning_speed;
+float autocvar_g_monster_golem_attack_lightning_speed_up;
+float autocvar_g_monster_golem_speed_stop;
+float autocvar_g_monster_golem_speed_run;
+float autocvar_g_monster_golem_speed_walk;
+
+.float golem_lastattack; // delay attacks separately
+
+void M_Golem_Attack_Smash(entity this)
+{
+       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);
+
+       vector loc = this.origin + v_forward * 50;
+
+       entity dmgent = spawn();
+       dmgent.owner = dmgent.realowner = this;
+       setorigin(dmgent, loc);
+       RadiusDamage (dmgent, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), (autocvar_g_monster_golem_attack_smash_damage * 0.5) * MONSTER_SKILLMOD(this), 
+                                       autocvar_g_monster_golem_attack_smash_range, this, NULL, autocvar_g_monster_golem_attack_smash_force, DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, NULL);
+       delete(dmgent);
+}
+
+void M_Golem_Attack_Swing(entity this)
+{
+       Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_golem_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true);
+}
+
+#include <common/effects/qc/_mod.qh>
+
+void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity)
+{
+       sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+       Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
+
+       this.event_damage = func_null;
+       this.takedamage = DAMAGE_NO;
+       set_movetype(this, MOVETYPE_NONE);
+       this.velocity = '0 0 0';
+
+       if(this.move_movetype == MOVETYPE_NONE)
+               this.velocity = this.oldvelocity;
+
+       RadiusDamage (this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_radius),
+                                       NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
+
+       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
+       {
+               te_csqc_lightningarc(this.origin, it.origin);
+               Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
+       });
+
+       setthink(this, SUB_Remove);
+       this.nextthink = time + 0.2;
+}
+
+void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
+{
+       M_Golem_Attack_Lightning_Explode(this, trigger);
+}
+
+void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
+       if (GetResource(this, RES_HEALTH) <= 0)
+               return;
+
+       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+               return; // g_projectiles_damage says to halt
+
+       TakeResource(this, RES_HEALTH, damage);
+
+       if (GetResource(this, RES_HEALTH) <= 0)
+               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
+}
+
+void M_Golem_Attack_Lightning_Touch(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+
+       this.use(this, NULL, toucher);
+}
+
+void M_Golem_Attack_Lightning_Think(entity this)
+{
+       this.nextthink = time;
+       if (time > this.cnt)
+       {
+               M_Golem_Attack_Lightning_Explode(this, NULL);
+               return;
+       }
+}
+
+void M_Golem_Attack_Lightning(entity this)
+{
+       entity gren;
+
+       monster_makevectors(this, this.enemy);
+
+       gren = new(grenade);
+       gren.owner = gren.realowner = this;
+       gren.bot_dodge = true;
+       gren.bot_dodgerating = (autocvar_g_monster_golem_attack_lightning_damage);
+       set_movetype(gren, MOVETYPE_BOUNCE);
+       PROJECTILE_MAKETRIGGER(gren);
+       gren.projectiledeathtype = DEATH_MONSTER_GOLEM_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;
+       setthink(gren, M_Golem_Attack_Lightning_Think);
+       gren.use = M_Golem_Attack_Lightning_Explode_use;
+       settouch(gren, M_Golem_Attack_Lightning_Touch);
+
+       gren.takedamage = DAMAGE_YES;
+       SetResourceExplicit(gren, RES_HEALTH, 50);
+       gren.damageforcescale = 0;
+       gren.event_damage = M_Golem_Attack_Lightning_Damage;
+       gren.damagedbycontents = true;
+       IL_PUSH(g_damagedbycontents, gren);
+       gren.missile_flags = MIF_SPLASH | MIF_ARC;
+       W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_golem_attack_lightning_speed), (autocvar_g_monster_golem_attack_lightning_speed_up), 0, 0, false);
+
+       gren.angles = vectoangles (gren.velocity);
+       gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
+       IL_PUSH(g_bot_dodge, gren);
+
+       CSQCProjectile(gren, true, PROJECTILE_GOLEM_LIGHTNING, true);
+}
+
+.int state;
+
+bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
+{
+       switch(attack_type)
+       {
+               case MONSTER_ATTACK_MELEE:
+               {
+                       setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
+                       int swing_cnt = bound(1, floor(random() * 4), 3);
+                       Monster_Delay(actor, swing_cnt, 0.5, M_Golem_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:
+               {
+                       float randomness = random();
+
+                       if(time < actor.golem_lastattack || !IS_ONGROUND(actor))
+                               return false;
+
+                       if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
+                       {
+                               setanim(actor, actor.anim_melee1, false, true, true);
+                               Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
+                               if(actor.animstate_endtime > time)
+                                       actor.anim_finished = actor.animstate_endtime;
+                               else
+                                       actor.anim_finished = time + 1.2;
+                               actor.attack_finished_single[0] = actor.anim_finished + 0.2;
+                               actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+                               actor.golem_lastattack = time + 3 + random() * 1.5;
+                               return true;
+                       }
+                       else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed
+                       {
+                               setanim(actor, actor.anim_melee2, 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.golem_lastattack = time + 3 + random() * 1.5;
+                               Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning);
+                               return true;
+                       }
+
+                       return false;
+               }
+       }
+
+       return false;
+}
+
+spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM); }
+// compatibility
+spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
+#endif // SVQC
+
+#ifdef SVQC
+METHOD(Golem, mr_think, bool(Golem this, entity actor))
+{
+    TC(Golem, this);
+    return true;
+}
+
+METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+    TC(Golem, this);
+    actor.pain_finished = time + 0.5;
+    setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+    return damage_take;
+}
+
+METHOD(Golem, mr_death, bool(Golem this, entity actor))
+{
+    TC(Golem, this);
+    setanim(actor, actor.anim_die1, false, true, true);
+    return true;
+}
+#endif
+#ifdef GAMEQC
+METHOD(Golem, mr_anim, bool(Golem this, entity actor))
+{
+    TC(Golem, this);
+    vector none = '0 0 0';
+    actor.anim_idle = animfixfps(actor, '0 1 1', none);
+    actor.anim_walk = animfixfps(actor, '1 1 1', none);
+    actor.anim_run = animfixfps(actor, '2 1 1', none);
+    //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_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+    actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+    actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+    actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+    //actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
+    //actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
+    //actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
+    actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
+    actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
+    //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
+    actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+    // dead2 16
+    //actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
+    //actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
+    //actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
+    //actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds
+    //actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds
+    //actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds
+    //actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds
+    return true;
+}
+#endif
+#ifdef SVQC
+.float animstate_endtime;
+METHOD(Golem, mr_setup, bool(Golem this, entity actor))
+{
+    TC(Golem, this);
+    if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
+    if(!actor.attack_range) actor.attack_range = 150;
+    if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); }
+    if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); }
+    if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_golem_speed_stop); }
+    if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_golem_damageforcescale); }
+
+    actor.monster_loot = ITEM_HealthMega;
+    actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
+
+    setanim(actor, actor.anim_spawn, false, true, true);
+    actor.spawn_time = actor.animstate_endtime;
+    StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
+    actor.monster_attackfunc = M_Golem_Attack;
+
+    return true;
+}
+#endif