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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 float autocvar_g_monster_spider_attack_web_range = 800;
14
15 float autocvar_g_monster_spider_attack_bite_damage;
16 float autocvar_g_monster_spider_attack_bite_delay;
17
18 void M_Spider_Attack_Web(entity this);
19
20 REGISTER_MUTATOR(spiderweb, true);
21
22 MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats)
23 {
24         entity player = M_ARGV(0, entity);
25
26         if(time < player.spider_slowness)
27                 STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
28 }
29
30 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
31 {
32     entity mon = M_ARGV(0, entity);
33
34         if(time < mon.spider_slowness)
35         {
36                 M_ARGV(1, float) *= 0.5; // run speed
37                 M_ARGV(2, float) *= 0.5; // walk speed
38         }
39 }
40
41 MUTATOR_HOOKFUNCTION(spiderweb, PlayerSpawn)
42 {
43         entity player = M_ARGV(0, entity);
44
45         player.spider_slowness = 0;
46         return false;
47 }
48
49 MUTATOR_HOOKFUNCTION(spiderweb, MonsterSpawn)
50 {
51     entity mon = M_ARGV(0, entity);
52
53         mon.spider_slowness = 0;
54 }
55
56 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
57 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
58 {
59     TC(SpiderAttack, thiswep);
60     bool isPlayer = IS_PLAYER(actor);
61     if (fire & 1)
62     if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
63                 if (!isPlayer) {
64                         actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
65                         setanim(actor, actor.anim_shoot, true, true, true);
66                         if(actor.animstate_endtime > time)
67                                 actor.anim_finished = actor.animstate_endtime;
68                         else
69                                 actor.anim_finished = time + 1;
70                         actor.attack_finished_single[0] = actor.anim_finished + 0.2;
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, DEATH_MONSTER_SPIDER.m_id);
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, DMG_NOWEP, NULL);
109
110                 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_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         SetResourceAmountExplicit(proj, RESOURCE_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, .entity weaponentity)
174 {
175         switch(attack_type)
176         {
177                 Weapon wep = WEP_SPIDER_ATTACK;
178                 case MONSTER_ATTACK_MELEE:
179                 {
180                         wep.wr_think(wep, actor, weaponentity, 2);
181                         return true;
182                 }
183                 case MONSTER_ATTACK_RANGED:
184                 {
185                         if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
186                         {
187                                 wep.wr_think(wep, actor, weaponentity, 1);
188                                 return true;
189                         }
190                 }
191         }
192
193         return false;
194 }
195
196 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER.monsterid); }
197 #endif // SVQC
198
199 #ifdef SVQC
200 METHOD(Spider, mr_think, bool(Spider this, entity actor))
201 {
202     TC(Spider, this);
203     return true;
204 }
205
206 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
207 {
208     TC(Spider, this);
209     setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
210     actor.pain_finished = actor.animstate_endtime;
211     return damage_take;
212 }
213
214 METHOD(Spider, mr_death, bool(Spider this, entity actor))
215 {
216     TC(Spider, this);
217     setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
218     return true;
219 }
220 #endif
221 #ifdef GAMEQC
222 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
223 {
224     TC(Spider, this);
225     vector none = '0 0 0';
226     actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
227     actor.anim_die1 = animfixfps(actor, '1 1 1', none);
228     actor.anim_die2 = animfixfps(actor, '2 1 1', none);
229     actor.anim_shoot = animfixfps(actor, '3 1 1', none);
230     //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
231     actor.anim_idle = animfixfps(actor, '5 1 1', none);
232     //actor.anim_sight = animfixfps(actor, '6 1 1', none);
233     actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
234     actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
235     //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
236     actor.anim_walk = animfixfps(actor, '10 1 1', none);
237     actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
238     //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
239     //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
240     //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
241     //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
242     //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
243     //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
244     //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
245     return true;
246 }
247 #endif
248 #ifdef SVQC
249 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
250 {
251     TC(Spider, this);
252     if(!GetResourceAmount(this, RESOURCE_HEALTH)) SetResourceAmountExplicit(actor, RESOURCE_HEALTH, autocvar_g_monster_spider_health);
253     if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
254     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
255     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
256     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
257
258     actor.monster_loot = ITEM_HealthMedium;
259     actor.monster_attackfunc = M_Spider_Attack;
260
261     return true;
262 }
263 #endif