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Begin cleaning up most monster functions (still a bit buggy)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / brute.qc
1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ BRUTE,
4 /* function   */ m_brute,
5 /* spawnflags */ 0,
6 /* mins,maxs  */ '-36 -36 -20', '36 36 50',
7 /* model      */ "ogre.dpm",
8 /* netname    */ "brute",
9 /* fullname   */ _("Brute")
10 );
11
12 #else
13 #ifdef SVQC
14 float autocvar_g_monster_brute;
15 float autocvar_g_monster_brute_health;
16 float autocvar_g_monster_brute_chainsaw_damage;
17 float autocvar_g_monster_brute_speed_walk;
18 float autocvar_g_monster_brute_speed_run;
19 float autocvar_g_monster_brute_attack_uzi_bullets;
20 float autocvar_g_monster_brute_attack_uzi_damage;
21 float autocvar_g_monster_brute_attack_uzi_force;
22 float autocvar_g_monster_brute_attack_uzi_chance;
23 float autocvar_g_monster_brute_attack_grenade_damage;
24 float autocvar_g_monster_brute_attack_grenade_edgedamage;
25 float autocvar_g_monster_brute_attack_grenade_force;
26 float autocvar_g_monster_brute_attack_grenade_radius;
27
28 const float brute_anim_idle             = 0;
29 const float brute_anim_walk             = 1;
30 const float brute_anim_run                      = 2;
31 const float brute_anim_pain             = 3;
32 const float brute_anim_swing            = 4;
33 const float brute_anim_die                      = 5;
34
35 .float brute_cycles;
36
37 void brute_blade()
38 {
39         self.brute_cycles += 1;
40         self.angles_y = self.angles_y + random()* 25;
41         
42         monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
43         
44         if(self.brute_cycles <= 4)
45                 defer(0.2, brute_blade);
46 }
47
48 void brute_uzi()
49 {
50         self.brute_cycles += 1;
51         
52         monster_makevectors(self.enemy);
53         
54         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);
55         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);
56         endFireBallisticBullet();
57         
58         if(self.brute_cycles <= autocvar_g_monster_brute_attack_uzi_bullets)
59                 defer(0.1, brute_uzi);
60 }
61
62 void brute_grenade_explode()
63 {
64         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
65         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
66
67         self.event_damage = func_null;
68         self.takedamage = DAMAGE_NO;
69
70         if(self.movetype == MOVETYPE_NONE)
71                 self.velocity = self.oldvelocity;
72
73         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);
74
75         remove (self);
76 }
77
78 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
79 {
80         if (self.health <= 0)
81                 return;
82                 
83         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
84                 return; // g_projectiles_damage says to halt
85                 
86         self.health = self.health - damage;
87         
88         if (self.health <= 0)
89                 W_PrepareExplosionByDamage(attacker, self.use);
90 }
91
92 void brute_grenade_touch()
93 {
94         PROJECTILE_TOUCH;
95         
96         self.use ();
97 }
98
99 void brute_grenade_think()
100 {
101         self.nextthink = time;
102         if (time > self.cnt)
103         {
104                 other = world;
105                 brute_grenade_explode();
106                 return;
107         }
108 }
109
110 void brute_grenade()
111 {
112         entity gren;
113
114         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);
115         w_shotdir = v_forward; // no TrueAim for grenades please
116
117         gren = spawn ();
118         gren.owner = gren.realowner = self;
119         gren.classname = "grenade";
120         gren.bot_dodge = TRUE;
121         gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
122         gren.movetype = MOVETYPE_BOUNCE;
123         PROJECTILE_MAKETRIGGER(gren);
124         gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
125         setorigin(gren, w_shotorg);
126         setsize(gren, '-3 -3 -3', '3 3 3');
127
128         gren.cnt = time + 5;
129         gren.nextthink = time;
130         gren.think = brute_grenade_think;
131         gren.use = brute_grenade_explode;
132         gren.touch = brute_grenade_touch;
133
134         gren.takedamage = DAMAGE_YES;
135         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
136         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
137         gren.event_damage = brute_grenade_damage;
138         gren.damagedbycontents = TRUE;
139         gren.missile_flags = MIF_SPLASH | MIF_ARC;
140         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
141
142         gren.angles = vectoangles (gren.velocity);
143         gren.flags = FL_PROJECTILE;
144
145         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
146 }
147
148 float brute_attack(float attack_type)
149 {
150         switch(attack_type)
151         {
152                 case MONSTER_ATTACK_MELEE:
153                 {
154                         self.brute_cycles = 0;
155                         monsters_setframe(brute_anim_swing);
156                         self.attack_finished_single = time + 1.3;
157                         brute_blade();
158                         
159                         return TRUE;
160                 }
161                 case MONSTER_ATTACK_RANGED:
162                 {
163                         self.brute_cycles = 0;
164                         if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
165                         {
166                                 monsters_setframe(brute_anim_pain);
167                                 self.attack_finished_single = time + 0.8;
168                                 defer(0.1, brute_uzi);
169                         }
170                         else
171                         {
172                                 monster_makevectors(self.enemy);
173                                 brute_grenade();
174                                 monsters_setframe(brute_anim_pain);
175                                 self.attack_finished_single = time + 1.2;
176                         }
177                         
178                         return TRUE;
179                 }
180         }
181         
182         return FALSE;
183 }
184
185 void spawnfunc_monster_brute()
186 {
187         if not(autocvar_g_monster_brute) { remove(self); return; }
188         
189         self.classname = "monster_brute";
190         
191         self.monster_spawnfunc = spawnfunc_monster_brute;
192         
193         if(Monster_CheckAppearFlags(self))
194                 return;
195         
196         if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; }
197 }
198
199 float m_brute(float req)
200 {
201         switch(req)
202         {
203                 case MR_THINK:
204                 {
205                         monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
206                         return TRUE;
207                 }
208                 case MR_DEATH:
209                 {
210                         monsters_setframe(brute_anim_die);
211                         return TRUE;
212                 }
213                 case MR_SETUP:
214                 {
215                         if not(self.health) self.health = autocvar_g_monster_brute_health;
216                                 
217                         self.monster_attackfunc = brute_attack;
218                         monsters_setframe(brute_anim_idle);
219                         self.weapon = WEP_GRENADE_LAUNCHER;
220                         
221                         return TRUE;
222                 }
223                 case MR_INIT:
224                 {
225                         // nothing
226                         return TRUE;
227                 }
228         }
229         
230         return TRUE;
231 }
232
233 #endif // SVQC
234 #ifdef CSQC
235 float m_brute(float req)
236 {
237         switch(req)
238         {
239                 case MR_DEATH:
240                 {
241                         // nothing
242                         return TRUE;
243                 }
244                 case MR_INIT:
245                 {
246                         precache_model ("models/monsters/ogre.dpm");
247                         return TRUE;
248                 }
249         }
250         
251         return TRUE;
252 }
253
254 #endif // CSQC
255 #endif // REGISTER_MONSTER