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Resolve conflicts 2: Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / spider.qc
1 #include "spider.qh"
2
3 #if defined(SVQC)
4         #include <common/mutators/base.qh>
5 #endif
6
7 #ifdef SVQC
8
9 .float spider_web_delay;
10
11 float autocvar_g_monster_spider_attack_web_damagetime;
12 float autocvar_g_monster_spider_attack_web_speed;
13 float autocvar_g_monster_spider_attack_web_speed_up;
14 float autocvar_g_monster_spider_attack_web_delay;
15
16 float autocvar_g_monster_spider_attack_bite_damage;
17 float autocvar_g_monster_spider_attack_bite_delay;
18
19 void M_Spider_Attack_Web(entity this);
20
21 REGISTER_MUTATOR(spiderweb, true);
22
23 MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats)
24 {
25         entity player = M_ARGV(0, entity);
26
27         if(StatusEffects_active(STATUSEFFECT_Webbed, player))
28                 STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
29 }
30
31 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
32 {
33     entity mon = M_ARGV(0, entity);
34
35         if(StatusEffects_active(STATUSEFFECT_Webbed, mon))
36         {
37                 M_ARGV(1, float) *= 0.5; // run speed
38                 M_ARGV(2, float) *= 0.5; // walk speed
39         }
40 }
41
42 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
43 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
44 {
45     TC(SpiderAttack, thiswep);
46     bool isPlayer = IS_PLAYER(actor);
47     if (fire & 1)
48     if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
49                 if (!isPlayer) {
50                         actor.spider_web_delay = time + 3;
51                         setanim(actor, actor.anim_shoot, true, true, true);
52                         actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
53                         actor.anim_finished = time + 1;
54                 }
55         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
56         monster_makevectors(actor, actor.enemy);
57         W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
58         if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
59                 M_Spider_Attack_Web(actor);
60         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
61         return;
62     }
63     if (fire & 2)
64     if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
65         if (isPlayer) {
66                 actor.enemy = Monster_FindTarget(actor);
67                 actor.attack_range = 60;
68         }
69         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);
70         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
71     }
72 }
73
74 float autocvar_g_monster_spider_health;
75 float autocvar_g_monster_spider_damageforcescale = 0.6;
76 float autocvar_g_monster_spider_speed_stop;
77 float autocvar_g_monster_spider_speed_run;
78 float autocvar_g_monster_spider_speed_walk;
79
80 /*
81 const float spider_anim_idle            = 0;
82 const float spider_anim_walk            = 1;
83 const float spider_anim_attack          = 2;
84 const float spider_anim_attack2         = 3;
85 */
86
87 void M_Spider_Attack_Web_Explode(entity this)
88 {
89         if(this)
90         {
91                 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
92                 RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
93
94                 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterdef != MON_SPIDER,
95                 {
96                         StatusEffects_apply(STATUSEFFECT_Webbed, it, time + autocvar_g_monster_spider_attack_web_damagetime, 0);
97                 });
98
99                 delete(this);
100         }
101 }
102
103 void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger)
104 {
105         M_Spider_Attack_Web_Explode(this);
106 }
107
108 void M_Spider_Attack_Web_Touch(entity this, entity toucher)
109 {
110         PROJECTILE_TOUCH(this, toucher);
111
112         M_Spider_Attack_Web_Explode(this);
113 }
114
115 void M_Spider_Attack_Web(entity this)
116 {
117         sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
118
119         entity proj = new(plasma);
120         proj.owner = proj.realowner = this;
121         proj.use = M_Spider_Attack_Web_Explode_use;
122         setthink(proj, adaptor_think2use_hittype_splash);
123         proj.bot_dodge = true;
124         proj.bot_dodgerating = 0;
125         proj.nextthink = time + 5;
126         PROJECTILE_MAKETRIGGER(proj);
127         proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
128         setorigin(proj, CENTER_OR_VIEWOFS(this));
129
130         //proj.glow_size = 50;
131         //proj.glow_color = 45;
132         set_movetype(proj, MOVETYPE_BOUNCE);
133         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);
134         settouch(proj, M_Spider_Attack_Web_Touch);
135         setsize(proj, '-4 -4 -4', '4 4 4');
136         proj.takedamage = DAMAGE_NO;
137         proj.damageforcescale = 0;
138         SetResourceExplicit(proj, RES_HEALTH, 500);
139         proj.event_damage = func_null;
140         proj.flags = FL_PROJECTILE;
141         IL_PUSH(g_projectiles, proj);
142         IL_PUSH(g_bot_dodge, proj);
143         proj.damagedbycontents = true;
144         IL_PUSH(g_damagedbycontents, proj);
145
146         proj.bouncefactor = 0.3;
147         proj.bouncestop = 0.05;
148         proj.missile_flags = MIF_SPLASH | MIF_ARC;
149
150         CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
151 }
152
153 bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
154 {
155         Weapon wep = WEP_SPIDER_ATTACK;
156         switch(attack_type)
157         {
158                 case MONSTER_ATTACK_MELEE:
159                 {
160                         wep.wr_think(wep, actor, weaponentity, 2);
161                         return true;
162                 }
163                 case MONSTER_ATTACK_RANGED:
164                 {
165                         wep.wr_think(wep, actor, weaponentity, 1);
166                         return true;
167                 }
168         }
169
170         return false;
171 }
172
173 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER); }
174 #endif // SVQC
175
176 #ifdef SVQC
177 METHOD(Spider, mr_think, bool(Spider this, entity actor))
178 {
179     TC(Spider, this);
180     return true;
181 }
182
183 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
184 {
185     TC(Spider, this);
186     return damage_take;
187 }
188
189 METHOD(Spider, mr_death, bool(Spider this, entity actor))
190 {
191     TC(Spider, this);
192     setanim(actor, actor.anim_melee, false, true, true);
193     actor.angles_x = 180;
194     return true;
195 }
196 #endif
197 #ifdef GAMEQC
198 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
199 {
200     TC(Spider, this);
201     vector none = '0 0 0';
202     actor.anim_walk = animfixfps(actor, '1 1 1', none);
203     actor.anim_idle = animfixfps(actor, '0 1 1', none);
204     actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
205     actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
206     actor.anim_run = animfixfps(actor, '1 1 1', none);
207     return true;
208 }
209 #endif
210 #ifdef SVQC
211 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
212 {
213     TC(Spider, this);
214     if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_spider_health);
215     if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
216     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
217     if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
218     if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
219
220     actor.monster_loot = ITEM_HealthMedium;
221     actor.monster_attackfunc = M_Spider_Attack;
222
223     return true;
224 }
225 #endif