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Add a cvar to control monster attack range
[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,
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, speed_stop) \
18         MON_ADD_CVAR(monster, speed_run) \
19         MON_ADD_CVAR(monster, speed_walk) 
20
21 #ifdef SVQC
22 SHAMBLER_SETTINGS(shambler)
23 #endif // SVQC
24 #else
25 #ifdef SVQC
26 const float shambler_anim_stand         = 0;
27 const float shambler_anim_walk          = 1;
28 const float shambler_anim_run           = 2;
29 const float shambler_anim_smash         = 3;
30 const float shambler_anim_swingr        = 4;
31 const float shambler_anim_swingl        = 5;
32 const float shambler_anim_magic         = 6;
33 const float shambler_anim_pain          = 7;
34 const float shambler_anim_death         = 8;
35
36 void shambler_smash()
37 {
38         monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), self.attack_range, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
39 }
40
41 void shambler_delayedsmash()
42 {
43         monsters_setframe(shambler_anim_smash);
44         defer(0.7, shambler_smash);
45         self.attack_finished_single = time + 1.1;
46 }
47
48 void shambler_swing()
49 {
50         float r = (random() < 0.5);
51         monsters_setframe((r) ? shambler_anim_swingr : shambler_anim_swingl);
52         monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), self.attack_range, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
53         self.attack_finished_single = time + 0.8;
54         if(r)
55                 defer(0.5, shambler_swing);
56 }
57
58 void CastLightning()
59 {
60         local vector org, dir;
61         //vector v = '0 0 0';
62
63         self.effects |= EF_MUZZLEFLASH;
64
65         org = self.origin + '0 0 40';
66
67         dir = self.enemy.origin + '0 0 16' - org;
68         dir = normalize (dir);
69
70         traceline (org, self.origin + dir * 1000, TRUE, self);
71                 
72         FireRailgunBullet (org, org + dir * 1000, MON_CVAR(shambler, attack_lightning_damage) * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
73         
74         // teamcolor / hit beam effect
75         //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
76         //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
77         
78         te_csqc_lightningarc(org, trace_endpos);
79 }
80
81 float shambler_attack(float attack_type)
82 {
83         switch(attack_type)
84         {
85                 case MONSTER_ATTACK_MELEE:
86                 {
87                         float chance = random();
88
89                         if(chance > 0.6)
90                                 shambler_delayedsmash();
91                         else
92                                 shambler_swing();
93                         
94                         return TRUE;
95                 }
96                 case MONSTER_ATTACK_RANGED:
97                 {
98                         monsters_setframe(shambler_anim_magic);
99                         self.attack_finished_single = time + 1.1;
100                         defer(0.6, CastLightning);
101                         
102                         return TRUE;
103                 }
104         }
105         
106         return FALSE;
107 }
108
109 void spawnfunc_monster_shambler()
110 {
111         self.classname = "monster_shambler";
112         
113         self.monster_spawnfunc = spawnfunc_monster_shambler;
114         
115         if(Monster_CheckAppearFlags(self))
116                 return;
117         
118         if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
119 }
120
121 float m_shambler(float req)
122 {
123         switch(req)
124         {
125                 case MR_THINK:
126                 {
127                         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);
128                         return TRUE;
129                 }
130                 case MR_DEATH:
131                 {
132                         monsters_setframe(shambler_anim_death);
133                         return TRUE;
134                 }
135                 case MR_SETUP:
136                 {
137                         if not(self.health) self.health = MON_CVAR(shambler, health);
138                         if not(self.attack_range) self.attack_range = 150;
139                         
140                         self.monster_loot = spawnfunc_item_health_mega;
141                         self.monster_attackfunc = shambler_attack;
142                         monsters_setframe(shambler_anim_stand);
143                         self.weapon = WEP_NEX;
144                         
145                         return TRUE;
146                 }
147                 case MR_INIT:
148                 {
149                         // nothing
150                         return TRUE;
151                 }
152                 case MR_CONFIG:
153                 {
154                         MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
155                         return TRUE;
156                 }
157         }
158         
159         return TRUE;
160 }
161
162 #endif // SVQC
163 #ifdef CSQC
164 float m_shambler(float req)
165 {
166         switch(req)
167         {
168                 case MR_DEATH:
169                 {
170                         // nothing
171                         return TRUE;
172                 }
173                 case MR_INIT:
174                 {
175                         precache_model ("models/monsters/shambler.mdl");
176                         return TRUE;
177                 }
178         }
179         
180         return TRUE;
181 }
182
183 #endif // CSQC
184 #endif // REGISTER_MONSTER