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Delay shambler attacks separately so they're not spammed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ SHAMBLER,
4 /* function   */ m_shambler,
5 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
6 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
7 /* model      */ "shambler.mdl",
8 /* netname    */ "shambler",
9 /* fullname   */ _("Shambler")
10 );
11
12 #define SHAMBLER_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_smash_damage) \
15         MON_ADD_CVAR(monster, attack_claw_damage) \
16         MON_ADD_CVAR(monster, attack_lightning_damage) \
17         MON_ADD_CVAR(monster, attack_lightning_force) \
18         MON_ADD_CVAR(monster, attack_lightning_radius) \
19         MON_ADD_CVAR(monster, attack_lightning_radius_zap) \
20         MON_ADD_CVAR(monster, attack_lightning_speed) \
21         MON_ADD_CVAR(monster, attack_lightning_speed_up) \
22         MON_ADD_CVAR(monster, speed_stop) \
23         MON_ADD_CVAR(monster, speed_run) \
24         MON_ADD_CVAR(monster, speed_walk) 
25
26 #ifdef SVQC
27 SHAMBLER_SETTINGS(shambler)
28 #endif // SVQC
29 #else
30 #ifdef SVQC
31 const float shambler_anim_stand         = 0;
32 const float shambler_anim_walk          = 1;
33 const float shambler_anim_run           = 2;
34 const float shambler_anim_smash         = 3;
35 const float shambler_anim_swingr        = 4;
36 const float shambler_anim_swingl        = 5;
37 const float shambler_anim_magic         = 6;
38 const float shambler_anim_pain          = 7;
39 const float shambler_anim_death         = 8;
40
41 .float shambler_lastattack; // delay attacks separately
42
43 void shambler_smash()
44 {
45         makevectors(self.angles);
46         pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
47         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
48         
49         tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
50         
51         if(trace_ent.takedamage)
52                 Damage(trace_ent, self, self, MON_CVAR(shambler, attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
53 }
54
55 void shambler_swing()
56 {
57         float r = (random() < 0.5);
58         monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
59         if(r)
60         {
61                 defer(0.5, shambler_swing);
62                 self.attack_finished_single += 0.5;
63         }
64 }
65
66 void shambler_lightning_explode()
67 {
68         entity head;
69         
70         sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
71         pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
72
73         self.event_damage = func_null;
74         self.takedamage = DAMAGE_NO;
75         self.movetype = MOVETYPE_NONE;
76         self.velocity = '0 0 0';
77         UpdateCSQCProjectile(self);
78
79         if(self.movetype == MOVETYPE_NONE)
80                 self.velocity = self.oldvelocity;
81
82         RadiusDamage (self, self.realowner, MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_radius), world, MON_CVAR(shambler, attack_lightning_force), self.projectiledeathtype, other);
83         
84         for(head = findradius(self.origin, MON_CVAR(shambler, attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner)
85         {
86                 te_csqc_lightningarc(self.origin, head.origin);
87                 Damage(head, self, self.realowner, MON_CVAR(shambler, attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
88         }
89
90         self.think = SUB_Remove;
91         self.nextthink = time + 0.2;
92 }
93
94 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
95 {
96         if (self.health <= 0)
97                 return;
98                 
99         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
100                 return; // g_projectiles_damage says to halt
101                 
102         self.health = self.health - damage;
103         
104         if (self.health <= 0)
105                 W_PrepareExplosionByDamage(attacker, self.use);
106 }
107
108 void shambler_lightning_touch()
109 {
110         PROJECTILE_TOUCH;
111         
112         self.use ();
113 }
114
115 void shambler_lightning_think()
116 {
117         self.nextthink = time;
118         if (time > self.cnt)
119         {
120                 other = world;
121                 shambler_lightning_explode();
122                 return;
123         }
124 }
125
126 void shambler_lightning()
127 {
128         entity gren;
129         
130         monster_makevectors(self.enemy);
131
132         gren = spawn ();
133         gren.owner = gren.realowner = self;
134         gren.classname = "grenade";
135         gren.bot_dodge = TRUE;
136         gren.bot_dodgerating = MON_CVAR(shambler, attack_lightning_damage);
137         gren.movetype = MOVETYPE_BOUNCE;
138         PROJECTILE_MAKETRIGGER(gren);
139         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
140         setorigin(gren, CENTER_OR_VIEWOFS(self));
141         setsize(gren, '-8 -8 -8', '8 8 8');
142         gren.scale = 2.5;
143
144         gren.cnt = time + 5;
145         gren.nextthink = time;
146         gren.think = shambler_lightning_think;
147         gren.use = shambler_lightning_explode;
148         gren.touch = shambler_lightning_touch;
149
150         gren.takedamage = DAMAGE_YES;
151         gren.health = 50;
152         gren.damageforcescale = 0;
153         gren.event_damage = shambler_lightning_damage;
154         gren.damagedbycontents = TRUE;
155         gren.missile_flags = MIF_SPLASH | MIF_ARC;
156         W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(shambler, attack_lightning_speed), MON_CVAR(shambler, attack_lightning_speed_up), 0, 0, FALSE);
157
158         gren.angles = vectoangles (gren.velocity);
159         gren.flags = FL_PROJECTILE;
160
161         CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
162 }
163
164 float shambler_attack(float attack_type)
165 {
166         switch(attack_type)
167         {
168                 case MONSTER_ATTACK_MELEE:
169                 {
170                         shambler_swing();
171                         return TRUE;
172                 }
173                 case MONSTER_ATTACK_RANGED:
174                 {
175                         if(time >= self.shambler_lastattack) // shambler doesn't attack much
176                         if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
177                         {
178                                 self.frame = shambler_anim_smash;
179                                 defer(0.7, shambler_smash);
180                                 self.attack_finished_single = time + 1.1;
181                                 self.shambler_lastattack = time + 3;
182                                 return TRUE;
183                         }
184                         else if(random() <= 0.1) // small chance, don't want this spammed
185                         {
186                                 self.frame = shambler_anim_magic;
187                                 self.attack_finished_single = time + 1.1;
188                                 self.shambler_lastattack = time + 3;
189                                 defer(0.6, shambler_lightning);
190                                 return TRUE;
191                         }
192                         
193                         return FALSE;
194                 }
195         }
196         
197         return FALSE;
198 }
199
200 void spawnfunc_monster_shambler()
201 {
202         self.classname = "monster_shambler";
203         
204         self.monster_spawnfunc = spawnfunc_monster_shambler;
205         
206         if(Monster_CheckAppearFlags(self))
207                 return;
208         
209         if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
210 }
211
212 float m_shambler(float req)
213 {
214         switch(req)
215         {
216                 case MR_THINK:
217                 {
218                         monster_move(MON_CVAR(shambler, speed_run), MON_CVAR(shambler, speed_walk), MON_CVAR(shambler, speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
219                         return TRUE;
220                 }
221                 case MR_DEATH:
222                 {
223                         self.frame = shambler_anim_death;
224                         return TRUE;
225                 }
226                 case MR_SETUP:
227                 {
228                         if not(self.health) self.health = MON_CVAR(shambler, health);
229                         if not(self.attack_range) self.attack_range = 150;
230                         
231                         self.monster_loot = spawnfunc_item_health_mega;
232                         self.monster_attackfunc = shambler_attack;
233                         self.frame = shambler_anim_stand;
234                         self.weapon = WEP_NEX;
235                         
236                         return TRUE;
237                 }
238                 case MR_PRECACHE:
239                 {
240                         precache_model ("models/monsters/shambler.mdl");
241                         return TRUE;
242                 }
243                 case MR_CONFIG:
244                 {
245                         MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
246                         return TRUE;
247                 }
248         }
249         
250         return TRUE;
251 }
252
253 #endif // SVQC
254 #ifdef CSQC
255 float m_shambler(float req)
256 {
257         switch(req)
258         {
259                 case MR_PRECACHE:
260                 {
261                         precache_model ("models/monsters/shambler.mdl");
262                         return TRUE;
263                 }
264         }
265         
266         return TRUE;
267 }
268
269 #endif // CSQC
270 #endif // REGISTER_MONSTER