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Some fixes for mage shield
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / soldier.qc
1 // size
2 const vector SOLDIER_MIN = '-16 -16 -30';
3 const vector SOLDIER_MAX = '16 16 24';
4
5 // model
6 string SOLDIER_MODEL = "models/monsters/soldier.zym";
7
8 #ifdef SVQC
9 // cvars
10 float autocvar_g_monster_soldier;
11 float autocvar_g_monster_soldier_health;
12 float autocvar_g_monster_soldier_melee_damage;
13 float autocvar_g_monster_soldier_speed_walk;
14 float autocvar_g_monster_soldier_speed_run;
15 float autocvar_g_monster_soldier_ammo;
16 float autocvar_g_monster_soldier_weapon_laser_chance;
17 float autocvar_g_monster_soldier_weapon_shotgun_chance;
18 float autocvar_g_monster_soldier_weapon_machinegun_chance;
19 float autocvar_g_monster_soldier_weapon_rocketlauncher_chance;
20 float autocvar_g_monster_soldier_attack_uzi_bullets;
21 float autocvar_g_monster_soldier_attack_uzi_damage;
22 float autocvar_g_monster_soldier_attack_uzi_force;
23 float autocvar_g_monster_soldier_attack_shotgun_damage;
24 float autocvar_g_monster_soldier_attack_shotgun_force;
25 float autocvar_g_monster_soldier_attack_shotgun_spread;
26 float autocvar_g_monster_soldier_attack_shotgun_bullets;
27 float autocvar_g_monster_soldier_attack_rocket_damage;
28 float autocvar_g_monster_soldier_attack_rocket_edgedamage;
29 float autocvar_g_monster_soldier_attack_rocket_radius;
30 float autocvar_g_monster_soldier_attack_rocket_force;
31 float autocvar_g_monster_soldier_attack_rocket_lifetime;
32 float autocvar_g_monster_soldier_attack_rocket_speed;
33 float autocvar_g_monster_soldier_attack_laser_damage;
34 float autocvar_g_monster_soldier_attack_laser_edgedamage;
35 float autocvar_g_monster_soldier_attack_laser_radius;
36 float autocvar_g_monster_soldier_attack_laser_force;
37
38 // animations
39 const float soldier_anim_die1                   = 0;
40 const float soldier_anim_die2                   = 1;
41 const float soldier_anim_draw                   = 2;
42 const float soldier_anim_duck                   = 3;
43 const float soldier_anim_duckwalk               = 4;
44 const float soldier_anim_duckjump               = 5;
45 const float soldier_anim_duckidle               = 6;
46 const float soldier_anim_idle                   = 7;
47 const float soldier_anim_jump                   = 8;
48 const float soldier_anim_pain1                  = 9;
49 const float soldier_anim_pain2                  = 10;
50 const float soldier_anim_shoot                  = 11;
51 const float soldier_anim_taunt                  = 12;
52 const float soldier_anim_run                    = 13;
53 const float soldier_anim_runbackwards   = 14;
54 const float soldier_anim_strafeleft     = 15;
55 const float soldier_anim_straferight    = 16;
56 const float soldier_anim_dead1                  = 17;
57 const float soldier_anim_dead2                  = 18;
58 const float soldier_anim_forwardright   = 19;
59 const float soldier_anim_forwardleft    = 20;
60 const float soldier_anim_backright              = 21;
61 const float soldier_anim_backleft               = 22;
62
63 void soldier_think ()
64 {
65         self.think = soldier_think;
66         self.nextthink = time + self.ticrate;
67         
68         if(self.delay != -1)
69                 self.nextthink = self.delay;
70         
71         if(time < self.attack_finished_single)
72                 monster_move(0, 0, 0, soldier_anim_shoot, soldier_anim_shoot, soldier_anim_shoot);
73         else
74                 monster_move(autocvar_g_monster_soldier_speed_run, autocvar_g_monster_soldier_speed_walk, 50, soldier_anim_run, soldier_anim_run, soldier_anim_idle);
75 }
76
77 void soldier_reload ()
78 {
79         self.monster_delayedattack = func_null; // out of ammo, don't keep attacking
80         self.delay = -1;
81         monsters_setframe(soldier_anim_draw);
82         self.attack_finished_single = time + 2;
83         self.currentammo = autocvar_g_monster_soldier_ammo;
84         sound (self, CH_SHOTS, "weapons/reload.wav", VOL_BASE, ATTN_LARGE);
85 }
86
87 .float grunt_cycles;
88 void soldier_uzi_fire ()
89 {
90         self.currentammo -= 1;
91         if(self.currentammo <= 0)
92         {
93                 soldier_reload();
94                 return;
95         }
96                 
97         self.grunt_cycles += 1;
98         
99         if(self.grunt_cycles > autocvar_g_monster_soldier_attack_uzi_bullets)
100         {
101                 self.monster_delayedattack = func_null;
102                 self.delay = -1;
103                 return;
104         }
105         
106         W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_soldier_attack_uzi_damage);
107         fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_soldier_attack_uzi_damage, autocvar_g_monster_soldier_attack_uzi_force, DEATH_MONSTER_MARINE, 0, 1, 115);
108         endFireBallisticBullet();
109         
110         self.delay = time + 0.1;
111         self.monster_delayedattack = soldier_uzi_fire;
112 }
113
114 void soldier_rocket_explode()
115 {
116         self.event_damage = func_null;
117         self.takedamage = DAMAGE_NO;
118         
119         pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
120         sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
121
122         RadiusDamage (self, self.realowner, autocvar_g_monster_soldier_attack_rocket_damage, autocvar_g_monster_soldier_attack_rocket_edgedamage, autocvar_g_monster_soldier_attack_rocket_radius, world, autocvar_g_monster_soldier_attack_rocket_force, self.projectiledeathtype, other);
123
124         remove (self);
125 }
126
127 void soldier_rocket_touch()
128 {
129         PROJECTILE_TOUCH;
130         
131         soldier_rocket_explode();
132 }
133
134 void soldier_rocket_think()
135 {
136         self.nextthink = time;
137         if (time > self.cnt)
138         {
139                 soldier_rocket_explode();
140                 return;
141         }
142 }
143
144 void soldier_rocket_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
145 {
146         if (self.health <= 0)
147                 return;
148         
149         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
150                 return; // g_projectiles_damage says to halt
151                 
152         self.health -= damage;
153         self.angles = vectoangles(self.velocity);
154         
155         if (self.health <= 0)
156                 W_PrepareExplosionByDamage(attacker, soldier_rocket_explode);
157 }
158
159 void soldier_rocket_fire()
160 {
161         entity missile;
162         
163         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_monster_soldier_attack_rocket_damage);
164
165         missile = spawn();
166         missile.owner = missile.realowner = self;
167         missile.classname = "rocket";
168         missile.bot_dodge = TRUE;
169         missile.bot_dodgerating = autocvar_g_monster_soldier_attack_rocket_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
170
171         missile.takedamage = DAMAGE_YES;
172         missile.health = 50;
173         missile.event_damage = soldier_rocket_damage;
174         missile.damagedbycontents = TRUE;
175
176         missile.movetype = MOVETYPE_FLY;
177         PROJECTILE_MAKETRIGGER(missile);
178         missile.projectiledeathtype = DEATH_MONSTER_MARINE;
179         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
180
181         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
182         W_SetupProjectileVelocity(missile, autocvar_g_monster_soldier_attack_rocket_speed, 0);
183         missile.angles = vectoangles (missile.velocity);
184
185         missile.touch = soldier_rocket_touch;
186         missile.think = soldier_rocket_think;
187         missile.nextthink = time;
188         missile.cnt = time + autocvar_g_monster_soldier_attack_rocket_lifetime;
189         missile.flags = FL_PROJECTILE;
190         missile.missile_flags = MIF_SPLASH; 
191
192         CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET, FALSE);
193 }
194
195 void soldier_shotgun_fire()
196 {
197         float sc;
198         W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, autocvar_g_monster_soldier_attack_shotgun_damage * autocvar_g_monster_soldier_attack_shotgun_bullets);
199         for (sc = 0;sc < autocvar_g_monster_soldier_attack_shotgun_bullets;sc = sc + 1)
200                 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_monster_soldier_attack_shotgun_spread, 18000, 5, autocvar_g_monster_soldier_attack_shotgun_damage, autocvar_g_monster_soldier_attack_shotgun_force, DEATH_MONSTER_MARINE, 0, 1, 115);
201         endFireBallisticBullet();
202 }
203
204 void soldier_laser_touch()
205 {
206         PROJECTILE_TOUCH;
207
208         self.event_damage = func_null;
209         RadiusDamage (self, self.realowner, autocvar_g_monster_soldier_attack_laser_damage, autocvar_g_monster_soldier_attack_laser_edgedamage, autocvar_g_monster_soldier_attack_laser_radius, world, autocvar_g_monster_soldier_attack_laser_force, self.projectiledeathtype, other);
210
211         remove (self);
212 }
213
214 void soldier_laser_fire()
215 {
216         entity missile;
217         
218         W_SetupShot_Dir(self, v_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_monster_soldier_attack_laser_damage);
219         
220         missile = spawn ();
221         missile.owner = missile.realowner = self;
222         missile.classname = "laserbolt";
223         PROJECTILE_MAKETRIGGER(missile);
224         missile.projectiledeathtype = DEATH_MONSTER_MARINE;
225
226         setorigin (missile, w_shotorg);
227         setsize(missile, '0 0 0', '0 0 0');
228
229         W_SETUPPROJECTILEVELOCITY(missile, g_monster_soldier_attack_laser);
230         missile.angles = vectoangles(missile.velocity);
231         missile.touch = soldier_laser_touch;
232
233         missile.flags = FL_PROJECTILE;
234         missile.missile_flags = MIF_SPLASH;
235         missile.movetype = MOVETYPE_FLY;
236         
237         missile.think = SUB_Remove;
238         missile.nextthink = time + 5;
239         
240         CSQCProjectile(missile, TRUE, PROJECTILE_LASER, TRUE);
241 }
242
243 float soldier_attack()
244 {
245         monsters_setframe(soldier_anim_shoot);
246         makevectors(self.angles);
247         
248         if(self.currentammo <= 0)
249         {
250                 soldier_reload();
251                 return FALSE;
252         }
253         
254         self.grunt_cycles = 0;
255         
256         switch(self.weapon)
257         {
258                 case WEP_ROCKET_LAUNCHER:
259                 {
260                         self.currentammo -= 1;
261                         self.attack_finished_single = time + 0.8;
262                         soldier_rocket_fire();
263                         return TRUE;
264                 }
265                 case WEP_SHOTGUN:
266                 {
267                         self.currentammo -= 1;
268                         self.attack_finished_single = time + 0.8;
269                         soldier_shotgun_fire();
270                         return TRUE;
271                 }
272                 case WEP_UZI:
273                 {
274                         self.attack_finished_single = time + 0.8;
275                         self.delay = time + 0.1;
276                         self.monster_delayedattack = soldier_uzi_fire;
277                         return TRUE;
278                 }
279                 case WEP_LASER:
280                 {
281                         self.attack_finished_single = time + 0.8;
282                         soldier_laser_fire();
283                         return TRUE;
284                 }
285                 default:
286                         return FALSE; // no weapon?
287         }
288 }
289
290 void soldier_melee ()
291 {
292         monsters_setframe(soldier_anim_shoot);
293         self.attack_finished_single = time + 0.8;
294         monster_melee(self.enemy, autocvar_g_monster_soldier_melee_damage, 0.3, DEATH_MONSTER_MARINE_SLAP, TRUE);
295 }
296
297 void soldier_die()
298 {
299         Monster_CheckDropCvars ("soldier");
300         
301         self.think = monster_dead_think;
302         self.nextthink = time + self.ticrate;
303         self.ltime = time + 5;
304         monsters_setframe((random() > 0.5) ? soldier_anim_die1 : soldier_anim_die2);
305                 
306         monster_hook_death(); // for post-death mods
307 }
308
309 void soldier_spawn ()
310 {
311         if not(self.health)
312                 self.health = autocvar_g_monster_soldier_health * self.scale;
313
314         self.damageforcescale   = 0.003;
315         self.classname                  = "monster_soldier";
316         self.checkattack                = GenericCheckAttack;
317         self.attack_melee               = soldier_melee;
318         self.attack_ranged              = soldier_attack;
319         self.nextthink                  = time + random() * 0.5 + 0.1;
320         self.think                              = soldier_think;
321         self.currentammo                = 3;
322         self.items                              = (IT_SHELLS | IT_ROCKETS | IT_NAILS);
323         
324         monsters_setframe(soldier_anim_draw);
325         
326         monster_setupsounds("soldier");
327         
328         setmodel(self, SOLDIER_MODEL);
329         
330         RandomSelection_Init();
331         RandomSelection_Add(world, WEP_LASER, string_null, autocvar_g_monster_soldier_weapon_laser_chance, 1);
332         RandomSelection_Add(world, WEP_SHOTGUN, string_null, autocvar_g_monster_soldier_weapon_shotgun_chance, 1);
333         RandomSelection_Add(world, WEP_UZI, string_null, autocvar_g_monster_soldier_weapon_machinegun_chance, 1);
334         RandomSelection_Add(world, WEP_ROCKET_LAUNCHER, string_null, autocvar_g_monster_soldier_weapon_rocketlauncher_chance, 1);
335         
336         self.weaponentity = spawn();
337         self.weaponentity.movetype = MOVETYPE_NOCLIP;
338         self.weaponentity.team = self.team;
339         self.weaponentity.solid = SOLID_NOT;
340         self.weaponentity.owner = self.weaponentity.realowner = self;
341         setmodel(self.weaponentity, "models/weapons/v_seeker.md3");
342         setattachment(self.weaponentity, self, "bip01 r hand");
343         
344         self.armorvalue = bound(0.5, random(), 1);
345         self.weapon = RandomSelection_chosen_float;
346
347         monster_hook_spawn(); // for post-spawn mods
348 }
349
350 void spawnfunc_monster_soldier ()
351 {       
352         if not(autocvar_g_monster_soldier) { remove(self); return; }
353         
354         self.monster_spawnfunc = spawnfunc_monster_soldier;
355         
356         if(Monster_CheckAppearFlags(self))
357                 return;
358                 
359         precache_model("models/weapons/v_seeker.md3");
360         precache_model(SOLDIER_MODEL);
361         
362         if not (monster_initialize(
363                          "Marine", MONSTER_MARINE,
364                          SOLDIER_MIN, SOLDIER_MAX,
365                          FALSE,
366                          soldier_die, soldier_spawn))
367         {
368                 remove(self);
369                 return;
370         }
371 }
372
373 // compatibility with old spawns
374 void spawnfunc_monster_army () { spawnfunc_monster_soldier(); }
375
376 #endif // SVQC