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Further cleanup miscfunctions, document the need to use intrusive lists on entities...
[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.monsterdef != MON_SPIDER,
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 M_Spider_Attack_Web(entity this)
129 {
130         sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
131
132         entity proj = new(plasma);
133         proj.owner = proj.realowner = this;
134         proj.use = M_Spider_Attack_Web_Explode_use;
135         setthink(proj, adaptor_think2use_hittype_splash);
136         proj.bot_dodge = true;
137         proj.bot_dodgerating = 0;
138         proj.nextthink = time + 5;
139         PROJECTILE_MAKETRIGGER(proj);
140         proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
141         setorigin(proj, CENTER_OR_VIEWOFS(this));
142
143         //proj.glow_size = 50;
144         //proj.glow_color = 45;
145         set_movetype(proj, MOVETYPE_BOUNCE);
146         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);
147         settouch(proj, M_Spider_Attack_Web_Touch);
148         setsize(proj, '-4 -4 -4', '4 4 4');
149         proj.takedamage = DAMAGE_NO;
150         proj.damageforcescale = 0;
151         SetResourceExplicit(proj, RES_HEALTH, 500);
152         proj.event_damage = func_null;
153         proj.flags = FL_PROJECTILE;
154         IL_PUSH(g_projectiles, proj);
155         IL_PUSH(g_bot_dodge, proj);
156         proj.damagedbycontents = true;
157         IL_PUSH(g_damagedbycontents, proj);
158
159         proj.bouncefactor = 0.3;
160         proj.bouncestop = 0.05;
161         proj.missile_flags = MIF_SPLASH | MIF_ARC;
162
163         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
164 }
165
166 bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
167 {
168         Weapon wep = WEP_SPIDER_ATTACK;
169         switch(attack_type)
170         {
171                 case MONSTER_ATTACK_MELEE:
172                 {
173                         wep.wr_think(wep, actor, weaponentity, 2);
174                         return true;
175                 }
176                 case MONSTER_ATTACK_RANGED:
177                 {
178                         wep.wr_think(wep, actor, weaponentity, 1);
179                         return true;
180                 }
181         }
182
183         return false;
184 }
185
186 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER); }
187 #endif // SVQC
188
189 #ifdef SVQC
190 METHOD(Spider, mr_think, bool(Spider this, entity actor))
191 {
192     TC(Spider, this);
193     return true;
194 }
195
196 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
197 {
198     TC(Spider, this);
199     return damage_take;
200 }
201
202 METHOD(Spider, mr_death, bool(Spider this, entity actor))
203 {
204     TC(Spider, this);
205     setanim(actor, actor.anim_melee, false, true, true);
206     actor.angles_x = 180;
207     return true;
208 }
209 #endif
210 #ifdef GAMEQC
211 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
212 {
213     TC(Spider, this);
214     vector none = '0 0 0';
215     actor.anim_walk = animfixfps(actor, '1 1 1', none);
216     actor.anim_idle = animfixfps(actor, '0 1 1', none);
217     actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
218     actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
219     actor.anim_run = animfixfps(actor, '1 1 1', none);
220     return true;
221 }
222 #endif
223 #ifdef SVQC
224 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
225 {
226     TC(Spider, this);
227     if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_spider_health);
228     if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
229     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
230     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
231     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
232
233     actor.monster_loot = ITEM_HealthMedium;
234     actor.monster_attackfunc = M_Spider_Attack;
235
236     return true;
237 }
238 #endif