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Rewrite monster attacks as a single function & rename knight to bruiser
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / ogre.qc
1 // size
2 const vector OGRE_MIN = '-36 -36 -20';
3 const vector OGRE_MAX = '36 36 50';
4
5 // model
6 string OGRE_MODEL = "models/monsters/ogre.dpm";
7
8 #ifdef SVQC
9 // cvars
10 float autocvar_g_monster_ogre;
11 float autocvar_g_monster_ogre_health;
12 float autocvar_g_monster_ogre_chainsaw_damage;
13 float autocvar_g_monster_ogre_speed_walk;
14 float autocvar_g_monster_ogre_speed_run;
15 float autocvar_g_monster_ogre_attack_uzi_bullets;
16 float autocvar_g_monster_ogre_attack_uzi_damage;
17 float autocvar_g_monster_ogre_attack_uzi_force;
18 float autocvar_g_monster_ogre_attack_uzi_chance;
19 float autocvar_g_monster_ogre_attack_grenade_damage;
20 float autocvar_g_monster_ogre_attack_grenade_edgedamage;
21 float autocvar_g_monster_ogre_attack_grenade_force;
22 float autocvar_g_monster_ogre_attack_grenade_radius;
23
24 // animations
25 const float ogre_anim_idle              = 0;
26 const float ogre_anim_walk              = 1;
27 const float ogre_anim_run               = 2;
28 const float ogre_anim_pain              = 3;
29 const float ogre_anim_swing     = 4;
30 const float ogre_anim_die               = 5;
31
32 void ogre_think()
33 {
34         self.think = ogre_think;
35         self.nextthink = time + self.ticrate;
36         
37         monster_move(autocvar_g_monster_ogre_speed_run, autocvar_g_monster_ogre_speed_walk, 300, ogre_anim_run, ogre_anim_walk, ogre_anim_idle);
38 }
39
40 .float ogre_cycles;
41 void ogre_swing()
42 {
43         self.ogre_cycles += 1;
44         self.angles_y = self.angles_y + random()* 25;
45         self.delay = time + 0.2;
46         self.monster_delayedattack = ogre_swing;
47         
48         monster_melee(self.enemy, autocvar_g_monster_ogre_chainsaw_damage, 0.3, DEATH_MONSTER_OGRE_CHAINSAW, TRUE);
49         
50         if(self.ogre_cycles >= 4)
51         {
52                 self.monster_delayedattack = func_null;
53                 self.delay = -1;
54         }
55 }
56
57 void ogre_uzi_fire()
58 {
59         self.ogre_cycles += 1;
60         
61         if(self.ogre_cycles > autocvar_g_monster_ogre_attack_uzi_bullets)
62         {
63                 self.monster_delayedattack = func_null;
64                 self.delay = -1;
65                 return;
66         }
67         
68         monster_makevectors(self.enemy);
69         
70         W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_ogre_attack_uzi_damage);
71         fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_ogre_attack_uzi_damage, autocvar_g_monster_ogre_attack_uzi_force, DEATH_MONSTER_OGRE_UZI, 0, 1, 115);
72         endFireBallisticBullet();
73         
74         self.delay = time + 0.1;
75         self.monster_delayedattack = ogre_uzi_fire;
76 }
77
78 void ogre_grenade_explode()
79 {
80         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
81         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
82
83         self.event_damage = func_null;
84         self.takedamage = DAMAGE_NO;
85
86         if(self.movetype == MOVETYPE_NONE)
87                 self.velocity = self.oldvelocity;
88
89         RadiusDamage (self, self.realowner, autocvar_g_monster_ogre_attack_grenade_damage, autocvar_g_monster_ogre_attack_grenade_edgedamage, autocvar_g_monster_ogre_attack_grenade_radius, world, autocvar_g_monster_ogre_attack_grenade_force, self.projectiledeathtype, other);
90
91         remove (self);
92 }
93
94 void ogre_grenade_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 ogre_grenade_touch()
109 {
110         PROJECTILE_TOUCH;
111         
112         self.use ();
113 }
114
115 void ogre_grenade_think()
116 {
117         self.nextthink = time;
118         if (time > self.cnt)
119         {
120                 other = world;
121                 ogre_grenade_explode();
122                 return;
123         }
124 }
125
126 void ogre_gl()
127 {
128         entity gren;
129
130         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_monster_ogre_attack_grenade_damage);
131         w_shotdir = v_forward; // no TrueAim for grenades please
132
133         gren = spawn ();
134         gren.owner = gren.realowner = self;
135         gren.classname = "grenade";
136         gren.bot_dodge = TRUE;
137         gren.bot_dodgerating = autocvar_g_monster_ogre_attack_grenade_damage;
138         gren.movetype = MOVETYPE_BOUNCE;
139         PROJECTILE_MAKETRIGGER(gren);
140         gren.projectiledeathtype = DEATH_MONSTER_OGRE_GRENADE;
141         setorigin(gren, w_shotorg);
142         setsize(gren, '-3 -3 -3', '3 3 3');
143
144         gren.cnt = time + 5;
145         gren.nextthink = time;
146         gren.think = ogre_grenade_think;
147         gren.use = ogre_grenade_explode;
148         gren.touch = ogre_grenade_touch;
149
150         gren.takedamage = DAMAGE_YES;
151         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
152         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
153         gren.event_damage = ogre_grenade_damage;
154         gren.damagedbycontents = TRUE;
155         gren.missile_flags = MIF_SPLASH | MIF_ARC;
156         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
157
158         gren.angles = vectoangles (gren.velocity);
159         gren.flags = FL_PROJECTILE;
160
161         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
162 }
163
164 float ogre_attack(float attack_type)
165 {
166         switch(attack_type)
167         {
168                 case MONSTER_ATTACK_MELEE:
169                 {
170                         self.ogre_cycles = 0;
171                         monsters_setframe(ogre_anim_swing);
172                         self.attack_finished_single = time + 1.3;
173                         ogre_swing();
174                         
175                         return TRUE;
176                 }
177                 case MONSTER_ATTACK_RANGED:
178                 {
179                         self.ogre_cycles = 0;
180                         if(random() <= autocvar_g_monster_ogre_attack_uzi_chance)
181                         {
182                                 monsters_setframe(ogre_anim_pain);
183                                 self.attack_finished_single = time + 0.8;
184                                 self.delay = time + 0.1;
185                                 self.monster_delayedattack = ogre_uzi_fire;
186                         }
187                         else
188                         {
189                                 monster_makevectors(self.enemy);
190                                 ogre_gl();
191                                 monsters_setframe(ogre_anim_pain);
192                                 self.attack_finished_single = time + 1.2;
193                         }
194                         
195                         return TRUE;
196                 }
197         }
198         
199         return FALSE;
200 }
201
202 void ogre_die()
203 {
204         Monster_CheckDropCvars ("ogre");
205         
206         self.think = monster_dead_think;
207         self.nextthink = time + self.ticrate;
208         self.ltime = time + 5;
209         monsters_setframe(ogre_anim_die);
210                 
211         monster_hook_death(); // for post-death mods
212 }
213
214 void ogre_spawn()
215 {
216         if not(self.health)
217                 self.health = autocvar_g_monster_ogre_health;
218
219         self.damageforcescale   = 0.003;
220         self.classname                  = "monster_ogre";
221         self.monster_attackfunc = ogre_attack;
222         self.nextthink                  = time + random() * 0.5 + 0.1;
223         self.think                              = ogre_think;
224         self.weapon                             = WEP_GRENADE_LAUNCHER;
225         
226         monsters_setframe(ogre_anim_idle);
227         
228         monster_setupsounds("ogre");
229         
230         monster_hook_spawn(); // for post-spawn mods
231 }
232
233 void spawnfunc_monster_ogre()
234 {       
235         if not(autocvar_g_monster_ogre) { remove(self); return; }
236         
237         self.monster_spawnfunc = spawnfunc_monster_ogre;
238         
239         if(Monster_CheckAppearFlags(self))
240                 return;
241         
242         if not (monster_initialize(
243                          "Ogre", MONSTER_OGRE,
244                          OGRE_MIN, OGRE_MAX,
245                          FALSE,
246                          ogre_die, ogre_spawn))
247         {
248                 remove(self);
249                 return;
250         }
251         
252         weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);
253 }
254
255 #endif // SVQC