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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / spider.qc
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_UpdateStats)
22 {
23         entity player = M_ARGV(0, entity);
24
25         if(time < player.spider_slowness)
26                 STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
27 }
28
29 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
30 {
31     entity mon = M_ARGV(0, entity);
32
33         if(time < mon.spider_slowness)
34         {
35                 M_ARGV(1, float) *= 0.5; // run speed
36                 M_ARGV(2, float) *= 0.5; // walk speed
37         }
38 }
39
40 MUTATOR_HOOKFUNCTION(spiderweb, PlayerSpawn)
41 {
42         entity player = M_ARGV(0, entity);
43
44         player.spider_slowness = 0;
45         return false;
46 }
47
48 MUTATOR_HOOKFUNCTION(spiderweb, MonsterSpawn)
49 {
50     entity mon = M_ARGV(0, entity);
51
52         mon.spider_slowness = 0;
53 }
54
55 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
56 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
57 {
58     TC(SpiderAttack, thiswep);
59     bool isPlayer = IS_PLAYER(actor);
60     if (fire & 1)
61     if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
62                 if (!isPlayer) {
63                         actor.spider_web_delay = time + 3;
64                         setanim(actor, actor.anim_shoot, true, true, true);
65                         actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
66                         actor.anim_finished = time + 1;
67                 }
68         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
69         monster_makevectors(actor, actor.enemy);
70         W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
71         if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
72                 M_Spider_Attack_Web(actor);
73         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
74         return;
75     }
76     if (fire & 2)
77     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
78         if (isPlayer) {
79                 actor.enemy = Monster_FindTarget(actor);
80                 actor.attack_range = 60;
81         }
82         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);
83         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
84     }
85 }
86
87 float autocvar_g_monster_spider_health;
88 float autocvar_g_monster_spider_damageforcescale = 0.6;
89 float autocvar_g_monster_spider_speed_stop;
90 float autocvar_g_monster_spider_speed_run;
91 float autocvar_g_monster_spider_speed_walk;
92
93 /*
94 const float spider_anim_idle            = 0;
95 const float spider_anim_walk            = 1;
96 const float spider_anim_attack          = 2;
97 const float spider_anim_attack2         = 3;
98 */
99
100 void M_Spider_Attack_Web_Explode(entity this)
101 {
102         if(this)
103         {
104                 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
105                 RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
106
107                 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterid != MON_SPIDER.monsterid,
108                 {
109                         it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
110                 });
111
112                 delete(this);
113         }
114 }
115
116 void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger)
117 {
118         M_Spider_Attack_Web_Explode(this);
119 }
120
121 void M_Spider_Attack_Web_Touch(entity this, entity toucher)
122 {
123         PROJECTILE_TOUCH(this, toucher);
124
125         M_Spider_Attack_Web_Explode(this);
126 }
127
128 void adaptor_think2use_hittype_splash(entity this);
129
130 void M_Spider_Attack_Web(entity this)
131 {
132         sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
133
134         entity proj = new(plasma);
135         proj.owner = proj.realowner = this;
136         proj.use = M_Spider_Attack_Web_Explode_use;
137         setthink(proj, adaptor_think2use_hittype_splash);
138         proj.bot_dodge = true;
139         proj.bot_dodgerating = 0;
140         proj.nextthink = time + 5;
141         PROJECTILE_MAKETRIGGER(proj);
142         proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
143         setorigin(proj, CENTER_OR_VIEWOFS(this));
144
145         //proj.glow_size = 50;
146         //proj.glow_color = 45;
147         set_movetype(proj, MOVETYPE_BOUNCE);
148         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);
149         settouch(proj, M_Spider_Attack_Web_Touch);
150         setsize(proj, '-4 -4 -4', '4 4 4');
151         proj.takedamage = DAMAGE_NO;
152         proj.damageforcescale = 0;
153         SetResourceExplicit(proj, RES_HEALTH, 500);
154         proj.event_damage = func_null;
155         proj.flags = FL_PROJECTILE;
156         IL_PUSH(g_projectiles, proj);
157         IL_PUSH(g_bot_dodge, proj);
158         proj.damagedbycontents = true;
159         IL_PUSH(g_damagedbycontents, proj);
160
161         proj.bouncefactor = 0.3;
162         proj.bouncestop = 0.05;
163         proj.missile_flags = MIF_SPLASH | MIF_ARC;
164
165         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
166 }
167
168 bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
169 {
170         Weapon wep = WEP_SPIDER_ATTACK;
171         switch(attack_type)
172         {
173                 case MONSTER_ATTACK_MELEE:
174                 {
175                         wep.wr_think(wep, actor, weaponentity, 2);
176                         return true;
177                 }
178                 case MONSTER_ATTACK_RANGED:
179                 {
180                         wep.wr_think(wep, actor, weaponentity, 1);
181                         return true;
182                 }
183         }
184
185         return false;
186 }
187
188 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER.monsterid); }
189 #endif // SVQC
190
191 #ifdef SVQC
192 METHOD(Spider, mr_think, bool(Spider this, entity actor))
193 {
194     TC(Spider, this);
195     return true;
196 }
197
198 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
199 {
200     TC(Spider, this);
201     return damage_take;
202 }
203
204 METHOD(Spider, mr_death, bool(Spider this, entity actor))
205 {
206     TC(Spider, this);
207     setanim(actor, actor.anim_melee, false, true, true);
208     actor.angles_x = 180;
209     return true;
210 }
211 #endif
212 #ifdef GAMEQC
213 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
214 {
215     TC(Spider, this);
216     vector none = '0 0 0';
217     actor.anim_walk = animfixfps(actor, '1 1 1', none);
218     actor.anim_idle = animfixfps(actor, '0 1 1', none);
219     actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
220     actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
221     actor.anim_run = animfixfps(actor, '1 1 1', none);
222     return true;
223 }
224 #endif
225 #ifdef SVQC
226 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
227 {
228     TC(Spider, this);
229     if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_spider_health);
230     if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
231     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
232     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
233     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
234
235     actor.monster_loot = ITEM_HealthMedium;
236     actor.monster_attackfunc = M_Spider_Attack;
237
238     return true;
239 }
240 #endif