From: Mario Date: Fri, 23 Dec 2016 01:01:07 +0000 (+1000) Subject: Minor monster code cleanup X-Git-Tag: xonotic-v0.8.2~365 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=2c89932f128691577fd3b2ee2dbd37d39384f901;p=xonotic%2Fxonotic-data.pk3dir.git Minor monster code cleanup --- diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index b8c3bab21..f0f789af3 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -34,7 +34,7 @@ void monster_dropitem(entity this, entity attacker) if(!this.candrop || !this.monster_loot) return; - vector org = this.origin + ((this.mins + this.maxs) * 0.5); + vector org = CENTER_OR_VIEWOFS(this); entity e = new(droppedweapon); // use weapon handling to remove it on touch e.spawnfunc_checked = true; @@ -80,7 +80,7 @@ bool Monster_ValidTarget(entity this, entity targ) if((targ == this) || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen - || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless + || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless || (time < game_starttime) // monsters do nothing before match has started || (targ.takedamage == DAMAGE_NO) || (targ.items & IT_INVISIBILITY) @@ -107,10 +107,8 @@ bool Monster_ValidTarget(entity this, entity targ) if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) if(this.enemy != targ) { - float dot; - makevectors (this.angles); - dot = normalize (targ.origin - this.origin) * v_forward; + float dot = normalize (targ.origin - this.origin) * v_forward; if(dot <= autocvar_g_monsters_target_infront_range) { return false; } } @@ -118,25 +116,25 @@ bool Monster_ValidTarget(entity this, entity targ) return true; // this target is valid! } -entity Monster_FindTarget(entity mon) +entity Monster_FindTarget(entity this) { - if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator + if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator entity closest_target = NULL; + vector my_center = CENTER_OR_VIEWOFS(this); // find the closest acceptable target to pass to - FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack, + FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack, { - if(Monster_ValidTarget(mon, it)) + if(Monster_ValidTarget(this, it)) { // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) - vector head_center = CENTER_OR_VIEWOFS(it); - vector ent_center = CENTER_OR_VIEWOFS(mon); + vector targ_center = CENTER_OR_VIEWOFS(it); if(closest_target) { vector closest_target_center = CENTER_OR_VIEWOFS(closest_target); - if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center)) + if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center)) { closest_target = it; } } else { closest_target = it; } @@ -146,43 +144,43 @@ entity Monster_FindTarget(entity mon) return closest_target; } -void monster_setupcolors(entity mon) +void monster_setupcolors(entity this) { - if(IS_PLAYER(mon.realowner)) - mon.colormap = mon.realowner.colormap; - else if(teamplay && mon.team) - mon.colormap = 1024 + (mon.team - 1) * 17; + if(IS_PLAYER(this.realowner)) + this.colormap = this.realowner.colormap; + else if(teamplay && this.team) + this.colormap = 1024 + (this.team - 1) * 17; else { - if(mon.monster_skill <= MONSTER_SKILL_EASY) - mon.colormap = 1029; - else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM) - mon.colormap = 1027; - else if(mon.monster_skill <= MONSTER_SKILL_HARD) - mon.colormap = 1038; - else if(mon.monster_skill <= MONSTER_SKILL_INSANE) - mon.colormap = 1028; - else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE) - mon.colormap = 1032; + if(this.monster_skill <= MONSTER_SKILL_EASY) + this.colormap = 1029; + else if(this.monster_skill <= MONSTER_SKILL_MEDIUM) + this.colormap = 1027; + else if(this.monster_skill <= MONSTER_SKILL_HARD) + this.colormap = 1038; + else if(this.monster_skill <= MONSTER_SKILL_INSANE) + this.colormap = 1028; + else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE) + this.colormap = 1032; else - mon.colormap = 1024; + this.colormap = 1024; } } -void monster_changeteam(entity ent, float newteam) +void monster_changeteam(entity this, int newteam) { if(!teamplay) { return; } - ent.team = newteam; - ent.monster_attack = true; // new team, activate attacking - monster_setupcolors(ent); + this.team = newteam; + this.monster_attack = true; // new team, activate attacking + monster_setupcolors(this); - if(ent.sprite) + if(this.sprite) { - WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0')); + WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0')); - ent.sprite.team = newteam; - ent.sprite.SendFlags |= 1; + this.sprite.team = newteam; + this.sprite.SendFlags |= 1; } } @@ -295,10 +293,9 @@ void Monster_Sounds_Clear(entity this) bool Monster_Sounds_Load(entity this, string f, int first) { - float fh; string s; var .string field; - fh = fopen(f, FILE_READ); + float fh = fopen(f, FILE_READ); if(fh < 0) { LOG_TRACE("Monster sound file not found: ", f); @@ -330,7 +327,7 @@ void Monster_Sounds_Update(entity this) Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0); } -void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan) +void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan) { if(!autocvar_g_monsters_sounds) { return; } @@ -384,7 +381,7 @@ bool Monster_Attack_Leap_Check(entity this, vector vel) this.velocity = vel; tracetoss(this, this); this.velocity = old; - if (trace_ent != this.enemy) + if(trace_ent != this.enemy) return false; return true; @@ -397,12 +394,12 @@ bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity touch setanim(this, anm, false, true, false); - if(this.animstate_endtime > time && (this.flags & FL_MONSTER)) + if(this.animstate_endtime > time && IS_MONSTER(this)) this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; else this.attack_finished_single[0] = this.anim_finished = time + animtime; - if(this.flags & FL_MONSTER) + if(IS_MONSTER(this)) this.state = MONSTER_ATTACK_RANGED; settouch(this, touchfunc); this.origin_z += 1; @@ -414,14 +411,14 @@ bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity touch void Monster_Attack_Check(entity this, entity targ) { - if((this == NULL || targ == NULL) + if((!this || !targ) || (!this.monster_attackfunc) || (time < this.attack_finished_single[0]) ) { return; } if(vdist(targ.origin - this.origin, <=, this.attack_range)) { - bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ); + int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ); if(attack_success == 1) Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); else if(attack_success > 0) @@ -430,7 +427,7 @@ void Monster_Attack_Check(entity this, entity targ) if(vdist(targ.origin - this.origin, >, this.attack_range)) { - float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ); + int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ); if(attack_success == 1) Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); else if(attack_success > 0) @@ -458,7 +455,7 @@ void Monster_UpdateModel(entity this) this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/ // then get the real values - Monster mon = get_monsterinfo(this.monsterid); + Monster mon = Monsters_from(this.monsterid); mon.mr_anim(mon, this); } @@ -554,7 +551,8 @@ vector Monster_Move_Target(entity this, entity targ) targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us) WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this); - if((this.enemy == NULL) + // cases where the enemy may have changed their state (don't need to check everything here) + if((!this.enemy) || (IS_DEAD(this.enemy) || this.enemy.health < 1) || (STAT(FROZEN, this.enemy)) || (this.enemy.flags & FL_NOTARGET) @@ -695,8 +693,6 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) // update goal entity if lost if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); } - entity targ; - if(STAT(FROZEN, this) == 2) { this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1); @@ -781,7 +777,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) } } - targ = this.goalentity; + entity targ = this.goalentity; if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ) || gameover @@ -802,8 +798,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness - if(teamplay) - if(autocvar_g_monsters_teams) + if(teamplay && autocvar_g_monsters_teams) if(DIFF_TEAM(this.monster_follow, this)) this.monster_follow = NULL; @@ -855,13 +850,12 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) if(vdist(this.origin - this.moveto, >, 100)) { - float do_run = (this.enemy || this.monster_moveto); + bool do_run = (this.enemy || this.monster_moveto); if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM))) Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed)); - if(time > this.pain_finished) // TODO: use anim_finished instead! + if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!? if(!this.state) - if(time > this.anim_finished) if(vdist(this.velocity, >, 10)) setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false); else @@ -876,8 +870,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) this.target2 = e.target; movelib_brake_simple(this, stpspeed); - if(time > this.anim_finished) - if(time > this.pain_finished) + if(time > this.anim_finished && time > this.pain_finished) if(!this.state) if(vdist(this.velocity, <=, 30)) setanim(this, this.anim_idle, true, false, false); @@ -1032,7 +1025,7 @@ void Monster_Dead(entity this, entity attacker, float gibbed) CSQCModel_UnlinkEntity(this); - Monster mon = get_monsterinfo(this.monsterid); + Monster mon = Monsters_from(this.monsterid); mon.mr_death(mon, this); if(this.candrop && this.weapon) @@ -1056,14 +1049,11 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL) return; - vector v; - float take, save; - - v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage); - take = v_x; - save = v_y; + vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage); + float take = v.x; + //float save = v.y; - Monster mon = get_monsterinfo(this.monsterid); + Monster mon = Monsters_from(this.monsterid); take = mon.mr_pain(mon, this, take, attacker, deathtype); if(take) @@ -1160,8 +1150,7 @@ void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) movelib_move_simple_gravity(this, v_forward, mspeed, 1); - if(time > this.pain_finished) - if(time > this.attack_finished_single[0]) + if(time > this.pain_finished && time > this.attack_finished_single[0]) if(vdist(this.velocity, >, 10)) setanim(this, this.anim_walk, true, false, false); else @@ -1210,14 +1199,13 @@ void Monster_Think(entity this) setthink(this, Monster_Think); this.nextthink = time + this.ticrate; - if(this.monster_lifetime) - if(time >= this.monster_lifetime) + if(this.monster_lifetime && time >= this.monster_lifetime) { Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin); return; } - Monster mon = get_monsterinfo(this.monsterid); + Monster mon = Monsters_from(this.monsterid); if(mon.mr_think(mon, this)) Monster_Move(this, this.speed2, this.speed, this.stopspeed);