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Don't switch to trace entity (causes issues in modes where some targets should not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / spider.qc
1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ SPIDER,
4 /* function   */ m_spider,
5 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
6 /* mins,maxs  */ '-18 -18 -25', '18 18 30',
7 /* model      */ "spider.dpm",
8 /* netname    */ "spider",
9 /* fullname   */ _("Spider")
10 );
11
12 #define SPIDER_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_bite_damage) \
15         MON_ADD_CVAR(monster, attack_bite_delay) \
16         MON_ADD_CVAR(monster, attack_web_damagetime) \
17         MON_ADD_CVAR(monster, attack_web_speed) \
18         MON_ADD_CVAR(monster, attack_web_speed_up) \
19         MON_ADD_CVAR(monster, attack_web_delay) \
20         MON_ADD_CVAR(monster, attack_type) \
21         MON_ADD_CVAR(monster, speed_stop) \
22         MON_ADD_CVAR(monster, speed_run) \
23         MON_ADD_CVAR(monster, speed_walk) 
24
25 #ifdef SVQC
26 SPIDER_SETTINGS(spider)
27 #endif // SVQC
28 #else
29 #ifdef SVQC
30 const float spider_anim_idle            = 0;
31 const float spider_anim_walk            = 1;
32 const float spider_anim_attack          = 2;
33 const float spider_anim_attack2         = 3;
34
35 .float spider_type; // used to switch between fire & ice attacks
36 const float SPIDER_TYPE_ICE             = 0;
37 const float SPIDER_TYPE_FIRE    = 1;
38
39 void spider_web_explode()
40 {
41         entity e;
42         if(self)
43         {
44                 float damg = 0, edamg = 0, rad = 1;
45                 switch(self.realowner.spider_type)
46                 {
47                         case SPIDER_TYPE_ICE:
48                                 rad = 25;
49                                 pointparticles(particleeffectnum("electro_impact"), self.origin, '0 0 0', 1);
50                                 break;
51                         case SPIDER_TYPE_FIRE:
52                                 pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
53                                 damg = 15;
54                                 rad = 25;
55                                 edamg = 6;
56                                 break;
57                 }
58                 
59                 RadiusDamage(self, self.realowner, damg, edamg, 0, world, rad, DEATH_MONSTER_SPIDER_FIRE, world); // ice deals no damage anyway
60                 
61                 for(e = findradius(self.origin, rad); e; e = e.chain) if(e != self) if(e.takedamage && e.deadflag == DEAD_NO) if(e.health > 0)
62                 {
63                         switch(self.realowner.spider_type)
64                         {
65                                 case SPIDER_TYPE_ICE:
66                                         Freeze(e, 0.3, 2, FALSE);
67                                         break;
68                                 case SPIDER_TYPE_FIRE:
69                                         Fire_AddDamage(e, self.realowner, 5 * monster_skill, MON_CVAR(spider, attack_web_damagetime), DEATH_MONSTER_SPIDER_FIRE);
70                                         break;
71                         }
72                 }
73                 
74                 remove(self);
75         }
76 }
77
78 void spider_web_touch()
79 {
80         PROJECTILE_TOUCH;
81         
82         spider_web_explode();
83 }
84
85 void spider_shootweb(float ptype)
86 {
87         float p = 0;
88         string snd = "";
89         switch(ptype)
90         {
91                 case SPIDER_TYPE_ICE:
92                         p = PROJECTILE_ELECTRO;
93                         snd = "weapons/electro_fire2.wav";
94                         break;
95                 case SPIDER_TYPE_FIRE:
96                         p = PROJECTILE_FIREMINE;
97                         snd = "weapons/fireball_fire.wav";
98                         break;
99         }
100         
101         vector fmins = '-4 -4 -4', fmaxs = '4 4 4';
102         
103         monster_makevectors(self.enemy);
104         
105         sound(self, CH_SHOTS, snd, VOL_BASE, ATTEN_NORM);
106
107         entity proj = spawn ();
108         proj.classname = "plasma";
109         proj.owner = proj.realowner = self;
110         proj.use = spider_web_touch;
111         proj.think = adaptor_think2use_hittype_splash;
112         proj.bot_dodge = TRUE;
113         proj.bot_dodgerating = 0;
114         proj.nextthink = time + 5;
115         PROJECTILE_MAKETRIGGER(proj);
116         proj.projectiledeathtype = DEATH_MONSTER_SPIDER_FIRE;
117         setorigin(proj, CENTER_OR_VIEWOFS(self));
118
119         //proj.glow_size = 50;
120         //proj.glow_color = 45;
121         proj.movetype = MOVETYPE_BOUNCE;
122         W_SetupProjectileVelocityEx(proj, v_forward, v_up, MON_CVAR(spider, attack_web_speed), MON_CVAR(spider, attack_web_speed_up), 0, 0, FALSE);
123         proj.touch = spider_web_touch;
124         setsize(proj, fmins, fmaxs);
125         proj.takedamage = DAMAGE_NO;
126         proj.damageforcescale = 0;
127         proj.health = 500;
128         proj.event_damage = func_null;
129         proj.flags = FL_PROJECTILE;
130         proj.damagedbycontents = TRUE;
131
132         proj.bouncefactor = 0.3;
133         proj.bouncestop = 0.05;
134         proj.missile_flags = MIF_SPLASH | MIF_ARC;
135
136         CSQCProjectile(proj, TRUE, p, TRUE);
137 }
138
139 float spider_attack(float attack_type)
140 {
141         switch(attack_type)
142         {
143                 case MONSTER_ATTACK_MELEE:
144                 {       
145                         return monster_melee(self.enemy, MON_CVAR(spider, attack_bite_damage), ((random() > 0.5) ? spider_anim_attack : spider_anim_attack2), self.attack_range, MON_CVAR(spider, attack_bite_delay), DEATH_MONSTER_SPIDER, TRUE);
146                 }
147                 case MONSTER_ATTACK_RANGED:
148                 {
149                         if(self.enemy.frozen)
150                                 return FALSE;
151                         
152                         monsters_setframe(spider_anim_attack2);
153                         self.attack_finished_single = time + MON_CVAR(spider, attack_web_delay);
154                         spider_shootweb(self.spider_type);
155                         
156                         return TRUE;
157                 }
158         }
159         
160         return FALSE;
161 }
162
163 void spawnfunc_monster_spider() 
164 {
165         self.classname = "monster_spider";
166         
167         self.monster_spawnfunc = spawnfunc_monster_spider;
168         
169         if(Monster_CheckAppearFlags(self))
170                 return;
171         
172         if not(monster_initialize(MON_SPIDER, FALSE)) { remove(self); return; }
173 }
174
175 float m_spider(float req)
176 {
177         switch(req)
178         {
179                 case MR_THINK:
180                 {
181                         monster_move(MON_CVAR(spider, speed_run), MON_CVAR(spider, speed_walk), MON_CVAR(spider, speed_stop), spider_anim_walk, spider_anim_walk, spider_anim_idle);
182                         return TRUE;
183                 }
184                 case MR_DEATH:
185                 {
186                         monsters_setframe(spider_anim_attack);
187                         self.angles_x = 180;
188                         self.SendFlags |= MSF_ANG;
189                         return TRUE;
190                 }
191                 case MR_SETUP:
192                 {
193                         if not(self.health) self.health = MON_CVAR(spider, health);
194                         if not(self.spider_type) self.spider_type = MON_CVAR(spider, attack_type);
195                         
196                         self.monster_loot = spawnfunc_item_health_medium;
197                         self.monster_attackfunc = spider_attack;
198                         monsters_setframe(spider_anim_idle);
199                         
200                         return TRUE;
201                 }
202                 case MR_INIT:
203                 {
204                         precache_model ("models/ice/ice.md3");
205                         precache_sound ("weapons/electro_fire2.wav");
206                         precache_sound ("weapons/fireball_fire.wav");
207                         return TRUE;
208                 }
209                 case MR_CONFIG:
210                 {
211                         MON_CONFIG_SETTINGS(SPIDER_SETTINGS(spider))
212                         return TRUE;
213                 }
214         }
215         
216         return TRUE;
217 }
218
219 #endif // SVQC
220 #ifdef CSQC
221 float m_spider(float req)
222 {
223         switch(req)
224         {
225                 case MR_DEATH:
226                 {
227                         // nothing
228                         return TRUE;
229                 }
230                 case MR_INIT:
231                 {
232                         precache_model ("models/monsters/spider.dpm");
233                         return TRUE;
234                 }
235         }
236         
237         return TRUE;
238 }
239
240 #endif // CSQC
241 #endif // REGISTER_MONSTER