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[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, rad, 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         monster_makevectors(self.enemy);
102         
103         sound(self, CH_SHOTS, snd, VOL_BASE, ATTEN_NORM);
104
105         entity proj = spawn ();
106         proj.classname = "plasma";
107         proj.owner = proj.realowner = self;
108         proj.use = spider_web_touch;
109         proj.think = adaptor_think2use_hittype_splash;
110         proj.bot_dodge = TRUE;
111         proj.bot_dodgerating = 0;
112         proj.nextthink = time + 5;
113         PROJECTILE_MAKETRIGGER(proj);
114         proj.projectiledeathtype = DEATH_MONSTER_SPIDER_FIRE;
115         setorigin(proj, CENTER_OR_VIEWOFS(self));
116
117         //proj.glow_size = 50;
118         //proj.glow_color = 45;
119         proj.movetype = MOVETYPE_BOUNCE;
120         W_SetupProjectileVelocityEx(proj, v_forward, v_up, MON_CVAR(spider, attack_web_speed), MON_CVAR(spider, attack_web_speed_up), 0, 0, FALSE);
121         proj.touch = spider_web_touch;
122         setsize(proj, '-4 -4 -4', '4 4 4');
123         proj.takedamage = DAMAGE_NO;
124         proj.damageforcescale = 0;
125         proj.health = 500;
126         proj.event_damage = func_null;
127         proj.flags = FL_PROJECTILE;
128         proj.damagedbycontents = TRUE;
129
130         proj.bouncefactor = 0.3;
131         proj.bouncestop = 0.05;
132         proj.missile_flags = MIF_SPLASH | MIF_ARC;
133
134         CSQCProjectile(proj, TRUE, p, TRUE);
135 }
136
137 float spider_attack(float attack_type)
138 {
139         switch(attack_type)
140         {
141                 case MONSTER_ATTACK_MELEE:
142                 {       
143                         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);
144                 }
145                 case MONSTER_ATTACK_RANGED:
146                 {
147                         if(self.enemy.frozen)
148                                 return FALSE;
149                         
150                         monsters_setframe(spider_anim_attack2);
151                         self.attack_finished_single = time + MON_CVAR(spider, attack_web_delay);
152                         spider_shootweb(self.spider_type);
153                         
154                         return TRUE;
155                 }
156         }
157         
158         return FALSE;
159 }
160
161 void spawnfunc_monster_spider() 
162 {
163         self.classname = "monster_spider";
164         
165         self.monster_spawnfunc = spawnfunc_monster_spider;
166         
167         if(Monster_CheckAppearFlags(self))
168                 return;
169         
170         if not(monster_initialize(MON_SPIDER, FALSE)) { remove(self); return; }
171 }
172
173 float m_spider(float req)
174 {
175         switch(req)
176         {
177                 case MR_THINK:
178                 {
179                         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);
180                         return TRUE;
181                 }
182                 case MR_DEATH:
183                 {
184                         monsters_setframe(spider_anim_attack);
185                         self.angles_x = 180;
186                         self.SendFlags |= MSF_ANG;
187                         return TRUE;
188                 }
189                 case MR_SETUP:
190                 {
191                         if not(self.health) self.health = MON_CVAR(spider, health);
192                         if not(self.spider_type) self.spider_type = MON_CVAR(spider, attack_type);
193                         
194                         self.monster_loot = spawnfunc_item_health_medium;
195                         self.monster_attackfunc = spider_attack;
196                         monsters_setframe(spider_anim_idle);
197                         
198                         return TRUE;
199                 }
200                 case MR_INIT:
201                 {
202                         precache_model ("models/ice/ice.md3");
203                         precache_sound ("weapons/electro_fire2.wav");
204                         precache_sound ("weapons/fireball_fire.wav");
205                         return TRUE;
206                 }
207                 case MR_CONFIG:
208                 {
209                         MON_CONFIG_SETTINGS(SPIDER_SETTINGS(spider))
210                         return TRUE;
211                 }
212         }
213         
214         return TRUE;
215 }
216
217 #endif // SVQC
218 #ifdef CSQC
219 float m_spider(float req)
220 {
221         switch(req)
222         {
223                 case MR_DEATH:
224                 {
225                         // nothing
226                         return TRUE;
227                 }
228                 case MR_INIT:
229                 {
230                         precache_model ("models/monsters/spider.dpm");
231                         return TRUE;
232                 }
233         }
234         
235         return TRUE;
236 }
237
238 #endif // CSQC
239 #endif // REGISTER_MONSTER