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1 #include "spider.qh"
2
3 #ifdef SVQC
4
5 .float spider_slowness; // effect time of slowness inflicted by spiders
6
7 .float spider_web_delay;
8
9 float autocvar_g_monster_spider_attack_web_damagetime;
10 float autocvar_g_monster_spider_attack_web_speed;
11 float autocvar_g_monster_spider_attack_web_speed_up;
12 float autocvar_g_monster_spider_attack_web_delay;
13
14 float autocvar_g_monster_spider_attack_bite_damage;
15 float autocvar_g_monster_spider_attack_bite_delay;
16
17 void M_Spider_Attack_Web(entity this);
18
19 REGISTER_MUTATOR(spiderweb, true);
20
21 MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics)
22 {
23     entity player = M_ARGV(0, entity);
24
25         if (time >= player.spider_slowness)
26                 return false;
27         PHYS_MAXSPEED(player) *= 0.5; // half speed while slow from spider
28         PHYS_MAXAIRSPEED(player) *= 0.5;
29         PHYS_AIRSPEEDLIMIT_NONQW(player) *= 0.5;
30         PHYS_AIRSTRAFEACCELERATE(player) *= 0.5;
31 }
32
33 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
34 {
35     entity mon = M_ARGV(0, entity);
36
37         if(time < mon.spider_slowness)
38         {
39                 M_ARGV(1, float) *= 0.5; // run speed
40                 M_ARGV(2, float) *= 0.5; // walk speed
41         }
42 }
43
44 MUTATOR_HOOKFUNCTION(spiderweb, PlayerSpawn)
45 {
46         entity player = M_ARGV(0, entity);
47
48         player.spider_slowness = 0;
49         return false;
50 }
51
52 MUTATOR_HOOKFUNCTION(spiderweb, MonsterSpawn)
53 {
54     entity mon = M_ARGV(0, entity);
55
56         mon.spider_slowness = 0;
57 }
58
59 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
60 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
61 {
62     TC(SpiderAttack, thiswep);
63     bool isPlayer = IS_PLAYER(actor);
64     if (fire & 1)
65     if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
66                 if (!isPlayer) {
67                         actor.spider_web_delay = time + 3;
68                         setanim(actor, actor.anim_shoot, true, true, true);
69                         actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
70                         actor.anim_finished = time + 1;
71                 }
72         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
73         W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0);
74         if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
75                 M_Spider_Attack_Web(actor);
76         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
77         return;
78     }
79     if (fire & 2)
80     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
81         if (isPlayer) {
82                 actor.enemy = Monster_FindTarget(actor);
83                 actor.attack_range = 60;
84         }
85         Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? actor.anim_melee : actor.anim_shoot), actor.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
86         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
87     }
88 }
89
90 float autocvar_g_monster_spider_health;
91 float autocvar_g_monster_spider_damageforcescale = 0.6;
92 float autocvar_g_monster_spider_speed_stop;
93 float autocvar_g_monster_spider_speed_run;
94 float autocvar_g_monster_spider_speed_walk;
95
96 /*
97 const float spider_anim_idle            = 0;
98 const float spider_anim_walk            = 1;
99 const float spider_anim_attack          = 2;
100 const float spider_anim_attack2         = 3;
101 */
102
103 void M_Spider_Attack_Web_Explode(entity this)
104 {
105         if(this)
106         {
107                 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
108                 RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, NULL);
109
110                 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && it.monsterid != MON_SPIDER.monsterid,
111                 {
112                         it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
113                 });
114
115                 delete(this);
116         }
117 }
118
119 void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger)
120 {
121         M_Spider_Attack_Web_Explode(this);
122 }
123
124 void M_Spider_Attack_Web_Touch(entity this, entity toucher)
125 {
126         PROJECTILE_TOUCH(this, toucher);
127
128         M_Spider_Attack_Web_Explode(this);
129 }
130
131 void adaptor_think2use_hittype_splash(entity this);
132
133 void M_Spider_Attack_Web(entity this)
134 {
135         monster_makevectors(this, this.enemy);
136
137         sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
138
139         entity proj = new(plasma);
140         proj.owner = proj.realowner = this;
141         proj.use = M_Spider_Attack_Web_Explode_use;
142         setthink(proj, adaptor_think2use_hittype_splash);
143         proj.bot_dodge = true;
144         proj.bot_dodgerating = 0;
145         proj.nextthink = time + 5;
146         PROJECTILE_MAKETRIGGER(proj);
147         proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
148         setorigin(proj, CENTER_OR_VIEWOFS(this));
149
150         //proj.glow_size = 50;
151         //proj.glow_color = 45;
152         set_movetype(proj, MOVETYPE_BOUNCE);
153         W_SetupProjVelocity_Explicit(proj, v_forward, v_up, (autocvar_g_monster_spider_attack_web_speed), (autocvar_g_monster_spider_attack_web_speed_up), 0, 0, false);
154         settouch(proj, M_Spider_Attack_Web_Touch);
155         setsize(proj, '-4 -4 -4', '4 4 4');
156         proj.takedamage = DAMAGE_NO;
157         proj.damageforcescale = 0;
158         proj.health = 500;
159         proj.event_damage = func_null;
160         proj.flags = FL_PROJECTILE;
161         IL_PUSH(g_projectiles, proj);
162         IL_PUSH(g_bot_dodge, proj);
163         proj.damagedbycontents = true;
164         IL_PUSH(g_damagedbycontents, proj);
165
166         proj.bouncefactor = 0.3;
167         proj.bouncestop = 0.05;
168         proj.missile_flags = MIF_SPLASH | MIF_ARC;
169
170         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
171 }
172
173 bool M_Spider_Attack(int attack_type, entity actor, entity targ)
174 {
175     .entity weaponentity = weaponentities[0];
176         switch(attack_type)
177         {
178                 Weapon wep = WEP_SPIDER_ATTACK;
179                 case MONSTER_ATTACK_MELEE:
180                 {
181                         wep.wr_think(wep, actor, weaponentity, 2);
182                         return true;
183                 }
184                 case MONSTER_ATTACK_RANGED:
185                 {
186                         wep.wr_think(wep, actor, weaponentity, 1);
187                         return true;
188                 }
189         }
190
191         return false;
192 }
193
194 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER.monsterid); }
195 #endif // SVQC
196
197 #ifdef SVQC
198 METHOD(Spider, mr_think, bool(Spider this, entity actor))
199 {
200     TC(Spider, this);
201     return true;
202 }
203
204 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
205 {
206     TC(Spider, this);
207     return damage_take;
208 }
209
210 METHOD(Spider, mr_death, bool(Spider this, entity actor))
211 {
212     TC(Spider, this);
213     setanim(actor, actor.anim_melee, false, true, true);
214     actor.angles_x = 180;
215     return true;
216 }
217 #endif
218 #ifdef GAMEQC
219 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
220 {
221     TC(Spider, this);
222     vector none = '0 0 0';
223     actor.anim_walk = animfixfps(actor, '1 1 1', none);
224     actor.anim_idle = animfixfps(actor, '0 1 1', none);
225     actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
226     actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
227     actor.anim_run = animfixfps(actor, '1 1 1', none);
228     return true;
229 }
230 #endif
231 #ifdef SVQC
232 spawnfunc(item_health_medium);
233 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
234 {
235     TC(Spider, this);
236     if(!actor.health) actor.health = (autocvar_g_monster_spider_health);
237     if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
238     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
239     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
240     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
241
242     actor.monster_loot = spawnfunc_item_health_medium;
243     actor.monster_attackfunc = M_Spider_Attack;
244
245     return true;
246 }
247
248 METHOD(Spider, mr_precache, bool(Spider this))
249 {
250     TC(Spider, this);
251     return true;
252 }
253 #endif