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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / brute.qc
1 // size
2 const vector BRUTE_MIN = '-36 -36 -20';
3 const vector BRUTE_MAX = '36 36 50';
4
5 // model
6 string BRUTE_MODEL = "models/monsters/ogre.dpm";
7
8 #ifdef SVQC
9 // cvars
10 float autocvar_g_monster_brute;
11 float autocvar_g_monster_brute_health;
12 float autocvar_g_monster_brute_chainsaw_damage;
13 float autocvar_g_monster_brute_speed_walk;
14 float autocvar_g_monster_brute_speed_run;
15 float autocvar_g_monster_brute_attack_uzi_bullets;
16 float autocvar_g_monster_brute_attack_uzi_damage;
17 float autocvar_g_monster_brute_attack_uzi_force;
18 float autocvar_g_monster_brute_attack_uzi_chance;
19 float autocvar_g_monster_brute_attack_grenade_damage;
20 float autocvar_g_monster_brute_attack_grenade_edgedamage;
21 float autocvar_g_monster_brute_attack_grenade_force;
22 float autocvar_g_monster_brute_attack_grenade_radius;
23
24 // animations
25 const float brute_anim_idle             = 0;
26 const float brute_anim_walk             = 1;
27 const float brute_anim_run                      = 2;
28 const float brute_anim_pain             = 3;
29 const float brute_anim_swing            = 4;
30 const float brute_anim_die                      = 5;
31
32 .float brute_cycles;
33
34 void brute_think()
35 {
36         self.think = brute_think;
37         self.nextthink = time + self.ticrate;
38         
39         monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
40 }
41
42 void brute_blade()
43 {
44         self.brute_cycles += 1;
45         self.angles_y = self.angles_y + random()* 25;
46         self.delay = time + 0.2;
47         self.monster_delayedattack = brute_blade;
48         
49         monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
50         
51         if(self.brute_cycles >= 4)
52         {
53                 self.monster_delayedattack = func_null;
54                 self.delay = -1;
55         }
56 }
57
58 void brute_uzi()
59 {
60         self.brute_cycles += 1;
61         
62         if(self.brute_cycles > autocvar_g_monster_brute_attack_uzi_bullets)
63         {
64                 self.monster_delayedattack = func_null;
65                 self.delay = -1;
66                 return;
67         }
68         
69         monster_makevectors(self.enemy);
70         
71         W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_uzi_damage);
72         fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_brute_attack_uzi_damage, autocvar_g_monster_brute_attack_uzi_force, DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
73         endFireBallisticBullet();
74         
75         self.delay = time + 0.1;
76         self.monster_delayedattack = brute_uzi;
77 }
78
79 void brute_grenade_explode()
80 {
81         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
82         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
83
84         self.event_damage = func_null;
85         self.takedamage = DAMAGE_NO;
86
87         if(self.movetype == MOVETYPE_NONE)
88                 self.velocity = self.oldvelocity;
89
90         RadiusDamage (self, self.realowner, autocvar_g_monster_brute_attack_grenade_damage, autocvar_g_monster_brute_attack_grenade_edgedamage, autocvar_g_monster_brute_attack_grenade_radius, world, autocvar_g_monster_brute_attack_grenade_force, self.projectiledeathtype, other);
91
92         remove (self);
93 }
94
95 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
96 {
97         if (self.health <= 0)
98                 return;
99                 
100         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
101                 return; // g_projectiles_damage says to halt
102                 
103         self.health = self.health - damage;
104         
105         if (self.health <= 0)
106                 W_PrepareExplosionByDamage(attacker, self.use);
107 }
108
109 void brute_grenade_touch()
110 {
111         PROJECTILE_TOUCH;
112         
113         self.use ();
114 }
115
116 void brute_grenade_think()
117 {
118         self.nextthink = time;
119         if (time > self.cnt)
120         {
121                 other = world;
122                 brute_grenade_explode();
123                 return;
124         }
125 }
126
127 void brute_grenade()
128 {
129         entity gren;
130
131         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_grenade_damage);
132         w_shotdir = v_forward; // no TrueAim for grenades please
133
134         gren = spawn ();
135         gren.owner = gren.realowner = self;
136         gren.classname = "grenade";
137         gren.bot_dodge = TRUE;
138         gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
139         gren.movetype = MOVETYPE_BOUNCE;
140         PROJECTILE_MAKETRIGGER(gren);
141         gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
142         setorigin(gren, w_shotorg);
143         setsize(gren, '-3 -3 -3', '3 3 3');
144
145         gren.cnt = time + 5;
146         gren.nextthink = time;
147         gren.think = brute_grenade_think;
148         gren.use = brute_grenade_explode;
149         gren.touch = brute_grenade_touch;
150
151         gren.takedamage = DAMAGE_YES;
152         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
153         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
154         gren.event_damage = brute_grenade_damage;
155         gren.damagedbycontents = TRUE;
156         gren.missile_flags = MIF_SPLASH | MIF_ARC;
157         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
158
159         gren.angles = vectoangles (gren.velocity);
160         gren.flags = FL_PROJECTILE;
161
162         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
163 }
164
165 float brute_attack(float attack_type)
166 {
167         switch(attack_type)
168         {
169                 case MONSTER_ATTACK_MELEE:
170                 {
171                         self.brute_cycles = 0;
172                         monsters_setframe(brute_anim_swing);
173                         self.attack_finished_single = time + 1.3;
174                         brute_blade();
175                         
176                         return TRUE;
177                 }
178                 case MONSTER_ATTACK_RANGED:
179                 {
180                         self.brute_cycles = 0;
181                         if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
182                         {
183                                 monsters_setframe(brute_anim_pain);
184                                 self.attack_finished_single = time + 0.8;
185                                 self.delay = time + 0.1;
186                                 self.monster_delayedattack = brute_uzi;
187                         }
188                         else
189                         {
190                                 monster_makevectors(self.enemy);
191                                 brute_grenade();
192                                 monsters_setframe(brute_anim_pain);
193                                 self.attack_finished_single = time + 1.2;
194                         }
195                         
196                         return TRUE;
197                 }
198         }
199         
200         return FALSE;
201 }
202
203 void brute_die()
204 {
205         Monster_CheckDropCvars ("brute");
206         
207         self.think = monster_dead_think;
208         self.nextthink = time + self.ticrate;
209         self.ltime = time + 5;
210         monsters_setframe(brute_anim_die);
211                 
212         monster_hook_death(); // for post-death mods
213 }
214
215 void brute_spawn()
216 {
217         if not(self.health)
218                 self.health = autocvar_g_monster_brute_health;
219
220         self.damageforcescale   = 0.003;
221         self.classname                  = "monster_brute";
222         self.monster_attackfunc = brute_attack;
223         self.nextthink                  = time + random() * 0.5 + 0.1;
224         self.think                              = brute_think;
225         self.weapon                             = WEP_GRENADE_LAUNCHER;
226         
227         monsters_setframe(brute_anim_idle);
228         
229         monster_setupsounds("brute");
230         
231         monster_hook_spawn(); // for post-spawn mods
232 }
233
234 void spawnfunc_monster_brute()
235 {       
236         if not(autocvar_g_monster_brute) { remove(self); return; }
237         
238         self.monster_spawnfunc = spawnfunc_monster_brute;
239         
240         if(Monster_CheckAppearFlags(self))
241                 return;
242         
243         if not (monster_initialize(
244                          "Brute", MONSTER_BRUTE,
245                          BRUTE_MIN, BRUTE_MAX,
246                          FALSE,
247                          brute_die, brute_spawn))
248         {
249                 remove(self);
250                 return;
251         }
252 }
253
254 #endif // SVQC