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Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / wyvern.qc
1 #include "wyvern.qh"
2
3 #ifdef SVQC
4
5 float autocvar_g_monster_wyvern_attack_fireball_damage;
6 float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
7 float autocvar_g_monster_wyvern_attack_fireball_damagetime;
8 float autocvar_g_monster_wyvern_attack_fireball_force;
9 float autocvar_g_monster_wyvern_attack_fireball_radius;
10 float autocvar_g_monster_wyvern_attack_fireball_speed;
11
12 void M_Wyvern_Attack_Fireball_Explode(entity this);
13 void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher);
14
15 SOUND(WyvernAttack_FIRE, W_Sound("electro_fire"));
16 METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire))
17 {
18     TC(WyvernAttack, thiswep);
19     if (fire & 1)
20     if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
21         if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_WYVERN.m_id);
22                 if (IS_MONSTER(actor)) {
23                         actor.attack_finished_single[0] = time + 1.2;
24                         actor.anim_finished = time + 1.2;
25                         monster_makevectors(actor, actor.enemy);
26                 }
27
28                 entity missile = spawn();
29                 missile.owner = missile.realowner = actor;
30                 missile.solid = SOLID_TRIGGER;
31                 set_movetype(missile, MOVETYPE_FLYMISSILE);
32                 missile.projectiledeathtype = DEATH_MONSTER_WYVERN.m_id;
33                 setsize(missile, '-6 -6 -6', '6 6 6');
34                 setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
35                 missile.flags = FL_PROJECTILE;
36         IL_PUSH(g_projectiles, missile);
37         IL_PUSH(g_bot_dodge, missile);
38                 missile.velocity = w_shotdir * (autocvar_g_monster_wyvern_attack_fireball_speed);
39                 missile.avelocity = '300 300 300';
40                 missile.nextthink = time + 5;
41                 setthink(missile, M_Wyvern_Attack_Fireball_Explode);
42                 settouch(missile, M_Wyvern_Attack_Fireball_Touch);
43                 CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
44
45         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
46     }
47 }
48
49 METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack this, entity actor, .entity weaponentity)) {
50     TC(WyvernAttack, this);
51         return true;
52 }
53
54 float autocvar_g_monster_wyvern_health;
55 float autocvar_g_monster_wyvern_damageforcescale = 0.6;
56 float autocvar_g_monster_wyvern_speed_stop;
57 float autocvar_g_monster_wyvern_speed_run;
58 float autocvar_g_monster_wyvern_speed_walk;
59
60 /*
61 const float wyvern_anim_hover   = 0;
62 const float wyvern_anim_fly             = 1;
63 const float wyvern_anim_magic   = 2;
64 const float wyvern_anim_pain    = 3;
65 const float wyvern_anim_death   = 4;
66 */
67
68 void M_Wyvern_Attack_Fireball_Explode(entity this)
69 {
70         Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);
71
72         entity own = this.realowner;
73
74         RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, 
75                                                 NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, DMG_NOWEP, NULL);
76
77         FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_wyvern_attack_fireball_radius, it.takedamage == DAMAGE_AIM,
78         {
79                 Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype);
80         });
81
82         delete(this);
83 }
84
85 void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher)
86 {
87         PROJECTILE_TOUCH(this, toucher);
88
89         M_Wyvern_Attack_Fireball_Explode(this);
90 }
91
92 bool M_Wyvern_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
93 {
94         switch(attack_type)
95         {
96                 case MONSTER_ATTACK_MELEE:
97                 case MONSTER_ATTACK_RANGED:
98                 {
99                         w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
100                         Weapon wep = WEP_WYVERN_ATTACK;
101                         wep.wr_think(wep, actor, weaponentity, 1);
102                         return true;
103                 }
104         }
105
106         return false;
107 }
108
109 spawnfunc(monster_wyvern) { Monster_Spawn(this, true, MON_WYVERN.monsterid); }
110 #endif // SVQC
111
112 #ifdef SVQC
113 METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor))
114 {
115     TC(Wyvern, this);
116     return true;
117 }
118
119 METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype))
120 {
121     TC(Wyvern, this);
122     actor.pain_finished = time + 0.5;
123     setanim(actor, actor.anim_pain1, true, true, false);
124     return damage_take;
125 }
126
127 METHOD(Wyvern, mr_death, bool(Wyvern this, entity actor))
128 {
129     TC(Wyvern, this);
130     setanim(actor, actor.anim_die1, false, true, true);
131     actor.velocity_x = -200 + 400 * random();
132     actor.velocity_y = -200 + 400 * random();
133     actor.velocity_z = 100 + 100 * random();
134     return true;
135 }
136 #endif
137 #ifdef GAMEQC
138 METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor))
139 {
140     TC(Wyvern, this);
141     vector none = '0 0 0';
142     actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
143     actor.anim_walk = animfixfps(actor, '1 1 1', none);
144     actor.anim_idle = animfixfps(actor, '0 1 1', none);
145     actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
146     actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
147     actor.anim_run = animfixfps(actor, '1 1 1', none);
148     return true;
149 }
150 #endif
151 #ifdef SVQC
152 METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor))
153 {
154     TC(Wyvern, this);
155     if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
156     if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
157     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
158     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
159     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
160
161     actor.monster_loot = ITEM_Cells;
162     actor.monster_attackfunc = M_Wyvern_Attack;
163
164     return true;
165 }
166 #endif