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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / spider.qc
1 // cvars
2 float autocvar_g_monster_spider;
3 float autocvar_g_monster_spider_stopspeed;
4 float autocvar_g_monster_spider_attack_leap_delay;
5 float autocvar_g_monster_spider_attack_stand_damage;
6 float autocvar_g_monster_spider_attack_stand_delay;
7 float autocvar_g_monster_spider_health;
8 float autocvar_g_monster_spider_speed_walk;
9 float autocvar_g_monster_spider_speed_run;
10 float autocvar_g_monster_spider_attack_type;
11
12 // spider animations
13 #define spider_anim_idle                        0
14 #define spider_anim_walk                        1
15 #define spider_anim_attack                      2
16 #define spider_anim_attack2                     3
17
18 const vector SPIDER_MIN                          = '-18 -18 -25';
19 const vector SPIDER_MAX                          = '18 18 30';
20
21 .float spider_type; // used to switch between fire & ice attacks
22 const float SPIDER_TYPE_ICE             = 0;
23 const float SPIDER_TYPE_FIRE    = 1;
24
25 void spider_spawn();
26 void spawnfunc_monster_spider();
27 void spider_think();
28
29 void spider_die ()
30 {
31         Monster_CheckDropCvars ("spider");
32         
33         self.angles += '180 0 0';
34         self.solid                      = SOLID_NOT;
35         self.takedamage         = DAMAGE_NO;
36         self.event_damage   = func_null;
37         self.enemy                      = world;
38         self.movetype           = MOVETYPE_TOSS;
39         self.think                      = Monster_Fade;
40         self.nextthink          = time + 2.1;
41         self.frame                      = spider_anim_attack;
42         
43         monster_hook_death(); // for post-death mods
44 }
45
46 /**
47  * Performe a standing attack on self.enemy.
48  */
49 void spider_attack_standing()
50 {
51         float dot = 0, bigdmg = autocvar_g_monster_spider_attack_stand_damage * self.scale;
52
53         self.velocity_x = 0;
54         self.velocity_y = 0;
55
56         makevectors (self.angles);
57         dot = normalize (self.enemy.origin - self.origin) * v_forward;
58         if(dot > 0.3)
59                 Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_SPIDER, self.origin, '0 0 0');
60                 
61         if(random() < 0.50)
62                 self.frame = spider_anim_attack;
63         else
64                 self.frame = spider_anim_attack2;
65
66         self.attack_finished_single = time + autocvar_g_monster_spider_attack_stand_delay;
67 }
68
69 void spider_web_explode ()
70 {
71         RadiusDamage (self, self.realowner, 0, 0, 1, world, 0, self.projectiledeathtype, other);
72         remove (self);
73 }
74
75 void spider_web_touch ()
76 {
77         PROJECTILE_TOUCH;
78         if (other.takedamage == DAMAGE_AIM)
79                 Freeze(other, 0.3);
80                 
81         spider_web_explode();
82 }
83
84 void spider_shootweb()
85 {
86         // clone of the electro secondary attack, with less bouncing
87         entity proj = world;
88         
89         makevectors(self.angles);
90
91         W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, 0);
92
93         w_shotdir = v_forward; // no TrueAim for grenades please
94
95         pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
96
97         proj = spawn ();
98         proj.classname = "plasma";
99         proj.owner = proj.realowner = self;
100         proj.use = spider_web_touch;
101         proj.think = adaptor_think2use_hittype_splash;
102         proj.bot_dodge = TRUE;
103         proj.bot_dodgerating = 0;
104         proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
105         PROJECTILE_MAKETRIGGER(proj);
106         proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
107         setorigin(proj, w_shotorg);
108
109         //proj.glow_size = 50;
110         //proj.glow_color = 45;
111         proj.movetype = MOVETYPE_BOUNCE;
112         W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
113         proj.touch = spider_web_touch;
114         setsize(proj, '0 0 -4', '0 0 -4');
115         proj.takedamage = DAMAGE_YES;
116         proj.damageforcescale = 0;
117         proj.health = 500;
118         proj.event_damage = W_Plasma_Damage;
119         proj.flags = FL_PROJECTILE;
120         proj.damagedbycontents = TRUE;
121
122         proj.bouncefactor = 0.3;
123         proj.bouncestop = 0.05;
124         proj.missile_flags = MIF_SPLASH | MIF_ARC;
125
126         CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
127
128         other = proj; MUTATOR_CALLHOOK(EditProjectile);
129 }
130
131 void spider_attack_leap()
132 {
133         vector angles_face = vectoangles(self.enemy.origin - self.origin);
134
135         // face the enemy       
136         self.frame = spider_anim_attack2;
137         self.angles_y = angles_face_y ;
138         self.attack_finished_single = time + autocvar_g_monster_spider_attack_leap_delay;
139         
140         makevectors(self.angles);
141         
142         switch(self.spider_type)
143         {
144                 default:
145                 case SPIDER_TYPE_ICE:
146                         spider_shootweb(); break; // must... remember... breaks!
147                 case SPIDER_TYPE_FIRE:
148                         W_Fireball_Attack2(); break;
149         }
150 }
151
152 float spider_attack_ranged()
153 {
154         if(self.enemy.frozen || self.enemy.freezetag_frozen)
155                 return FALSE;
156                 
157         spider_attack_leap();
158         return TRUE;
159 }
160
161 void spider_think()
162 {
163         self.think = spider_think;
164         self.nextthink = time + 0.1;
165         
166         monster_move(autocvar_g_monster_spider_speed_run, autocvar_g_monster_spider_speed_walk, autocvar_g_monster_spider_stopspeed, spider_anim_walk, spider_anim_walk, spider_anim_idle);
167 }
168
169 /**
170  * Spawn the spider.
171  */
172 void spider_spawn() 
173 {
174         if not(self.health)
175                 self.health = autocvar_g_monster_spider_health * self.scale;
176         
177         self.classname                  = "monster_spider";
178         self.nextthink                  = time + random() * 0.5 + 0.1;
179         self.frame                              = spider_anim_idle;
180         self.checkattack                = GenericCheckAttack;
181         self.attack_melee               = spider_attack_standing;
182         self.attack_ranged              = spider_attack_ranged;
183         self.think                              = spider_think;
184         self.sprite_height      = 40 * self.scale;
185         
186         monster_hook_spawn(); // for post-spawn mods
187 }
188
189 /*QUAKED monster_spider (1 0 0) (-18 -18 -25) (18 18 47)
190 Spider, 60 health points.
191 -------- KEYS --------
192 -------- SPAWNFLAGS --------
193 MONSTERFLAG_APPEAR: monster will spawn when triggered.
194 ---------NOTES----------
195 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
196 modeldisabled="models/monsters/spider.dpm"
197 */
198 void spawnfunc_monster_spider() 
199 {
200         if not(autocvar_g_monster_spider) { remove(self); return; }
201         
202         self.monster_spawnfunc = spawnfunc_monster_spider;
203         self.classname = "monster_spider";
204         if(!self.spider_type)
205                 self.spider_type = autocvar_g_monster_spider_attack_type;
206         
207         if(self.spawnflags & MONSTERFLAG_APPEAR)
208         {
209                 self.think = func_null;
210                 self.nextthink = -1;
211                 self.use = Monster_Appear;
212                 return;
213         }
214         
215         if not (monster_initialize(
216                          "Spider",
217                          "models/monsters/spider.dpm",
218                          SPIDER_MIN, SPIDER_MAX,
219                          FALSE,
220                          spider_die, spider_spawn))
221         {
222                 remove(self);
223                 return;
224         }
225 }