From: Mario Date: Tue, 20 Jun 2017 23:27:28 +0000 (+1000) Subject: Merge branch 'master' into Mario/monsters X-Git-Tag: xonotic-v0.8.5~7^2~1^2~83 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=78a7f4e2e32cc06b3ba5cb63672ffbec8cb06087;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Mario/monsters # Conflicts: # qcsrc/common/monsters/monster/shambler.qc # qcsrc/common/monsters/sv_monsters.qc --- 78a7f4e2e32cc06b3ba5cb63672ffbec8cb06087 diff --cc qcsrc/common/monsters/monster/golem.qc index 9a420aa244,0000000000..f9e241e924 mode 100644,000000..100644 --- a/qcsrc/common/monsters/monster/golem.qc +++ b/qcsrc/common/monsters/monster/golem.qc @@@ -1,290 -1,0 +1,284 @@@ +#include "golem.qh" + +#ifdef SVQC +float autocvar_g_monster_golem_health; +float autocvar_g_monster_golem_damageforcescale = 0.1; +float autocvar_g_monster_golem_attack_smash_damage; +float autocvar_g_monster_golem_attack_smash_range; +float autocvar_g_monster_golem_attack_claw_damage; +float autocvar_g_monster_golem_attack_lightning_damage; +float autocvar_g_monster_golem_attack_lightning_damage_zap = 15; +float autocvar_g_monster_golem_attack_lightning_force; +float autocvar_g_monster_golem_attack_lightning_radius; +float autocvar_g_monster_golem_attack_lightning_radius_zap; +float autocvar_g_monster_golem_attack_lightning_speed; +float autocvar_g_monster_golem_attack_lightning_speed_up; +float autocvar_g_monster_golem_speed_stop; +float autocvar_g_monster_golem_speed_run; +float autocvar_g_monster_golem_speed_walk; + +/* +const float golem_anim_stand = 0; +const float golem_anim_walk = 1; +const float golem_anim_run = 2; +const float golem_anim_smash = 3; +const float golem_anim_swingr = 4; +const float golem_anim_swingl = 5; +const float golem_anim_magic = 6; +const float golem_anim_pain = 7; +const float golem_anim_death = 8; +*/ + +.float golem_lastattack; // delay attacks separately + +void M_Golem_Attack_Smash(entity this) +{ + makevectors(this.angles); + Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1); + sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); + + // RadiusDamage does NOT support custom starting location, which means we must use this hack... + + tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_golem_attack_smash_range, MOVE_NORMAL, this); + + if(trace_ent.takedamage) + Damage(trace_ent, this, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin)); +} + +void M_Golem_Attack_Swing(entity this) +{ + Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_golem_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true); +} + +#include + +void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity) +{ + sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1); + + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + set_movetype(this, MOVETYPE_NONE); + this.velocity = '0 0 0'; + + if(this.move_movetype == MOVETYPE_NONE) + this.velocity = this.oldvelocity; + + RadiusDamage (this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_radius), + NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, directhitentity); + + FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage, + { + te_csqc_lightningarc(this.origin, it.origin); + Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, it.origin, '0 0 0'); + }); + + setthink(this, SUB_Remove); + this.nextthink = time + 0.2; +} + +void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger) +{ + M_Golem_Attack_Lightning_Explode(this, trigger); +} + +void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if (this.health <= 0) + return; + + if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions + return; // g_projectiles_damage says to halt + + this.health = this.health - damage; + + if (this.health <= 0) + W_PrepareExplosionByDamage(this, attacker, adaptor_think2use); +} + +void M_Golem_Attack_Lightning_Touch(entity this, entity toucher) +{ + PROJECTILE_TOUCH(this, toucher); + + this.use(this, NULL, toucher); +} + +void M_Golem_Attack_Lightning_Think(entity this) +{ + this.nextthink = time; + if (time > this.cnt) + { + M_Golem_Attack_Lightning_Explode(this, NULL); + return; + } +} + +void M_Golem_Attack_Lightning(entity this) +{ + entity gren; + + monster_makevectors(this, this.enemy); + + gren = new(grenade); + gren.owner = gren.realowner = this; + gren.bot_dodge = true; + gren.bot_dodgerating = (autocvar_g_monster_golem_attack_lightning_damage); + set_movetype(gren, MOVETYPE_BOUNCE); + PROJECTILE_MAKETRIGGER(gren); + gren.projectiledeathtype = DEATH_MONSTER_GOLEM_ZAP.m_id; + setorigin(gren, CENTER_OR_VIEWOFS(this)); + setsize(gren, '-8 -8 -8', '8 8 8'); + gren.scale = 2.5; + + gren.cnt = time + 5; + gren.nextthink = time; + setthink(gren, M_Golem_Attack_Lightning_Think); + gren.use = M_Golem_Attack_Lightning_Explode_use; + settouch(gren, M_Golem_Attack_Lightning_Touch); + + gren.takedamage = DAMAGE_YES; + gren.health = 50; + gren.damageforcescale = 0; + gren.event_damage = M_Golem_Attack_Lightning_Damage; + gren.damagedbycontents = true; + IL_PUSH(g_damagedbycontents, gren); + gren.missile_flags = MIF_SPLASH | MIF_ARC; + W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_golem_attack_lightning_speed), (autocvar_g_monster_golem_attack_lightning_speed_up), 0, 0, false); + + gren.angles = vectoangles (gren.velocity); + gren.flags = FL_PROJECTILE; + IL_PUSH(g_projectiles, gren); + IL_PUSH(g_bot_dodge, gren); + + CSQCProjectile(gren, true, PROJECTILE_GOLEM_LIGHTNING, true); +} + +.int state; + +bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity) +{ + switch(attack_type) + { + case MONSTER_ATTACK_MELEE: + { + int swing_cnt = bound(1, floor(random() * 4), 3); + Monster_Delay(actor, swing_cnt, 0.5, M_Golem_Attack_Swing); + actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay + return true; + } + case MONSTER_ATTACK_RANGED: + { + float randomness = random(); + + if(time >= actor.golem_lastattack) // golem doesn't attack much + if(IS_ONGROUND(actor)) + if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range)) + { + setanim(actor, actor.anim_melee2, true, true, false); + Monster_Delay(actor, 1, 0.7, M_Golem_Attack_Smash); + actor.attack_finished_single[0] = time + 1.1; + actor.anim_finished = time + 1.1; + actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack + actor.golem_lastattack = time + 3 + random() * 1.5; + return true; + } + else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed + { + setanim(actor, actor.anim_shoot, true, true, false); + actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general + actor.attack_finished_single[0] = time + 1.1; + actor.anim_finished = 1.1; + actor.golem_lastattack = time + 3 + random() * 1.5; + Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning); + return true; + } + + return false; + } + } + + return false; +} + +spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM.monsterid); } +// compatibility +spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); } +#endif // SVQC + +#ifdef SVQC +METHOD(Golem, mr_think, bool(Golem this, entity actor)) +{ + TC(Golem, this); + return true; +} + +METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype)) +{ + TC(Golem, this); + actor.pain_finished = time + 0.5; + setanim(actor, actor.anim_pain1, true, true, false); + return damage_take; +} + +METHOD(Golem, mr_death, bool(Golem this, entity actor)) +{ + TC(Golem, this); + setanim(actor, actor.anim_die1, false, true, true); + return true; +} +#endif +#ifdef GAMEQC +METHOD(Golem, mr_anim, bool(Golem this, entity actor)) +{ + TC(Golem, this); + vector none = '0 0 0'; + actor.anim_idle = animfixfps(actor, '0 1 1', none); + actor.anim_walk = animfixfps(actor, '1 1 1', none); + actor.anim_run = animfixfps(actor, '2 1 1', none); + actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate + actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate + actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate + //actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate + actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds + actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds + //actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds + //actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds + //actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds + //actor.anim_sight = animfixfps(actor, '12 1 5', none); // analyze models and set framerate + actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds + actor.anim_die2 = animfixfps(actor, '14 1 0.5', none); // 2 seconds + //actor.anim_dead = animfixfps(actor, '15 1 0.5', none); // 2 seconds + //actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds + //actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds + //actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds + //actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds + //actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds + //actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds + //actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds + return true; +} +#endif +#ifdef SVQC +.float animstate_endtime; +METHOD(Golem, mr_setup, bool(Golem this, entity actor)) +{ + TC(Golem, this); + if(!actor.health) actor.health = (autocvar_g_monster_golem_health); + if(!actor.attack_range) actor.attack_range = 150; + if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); } + if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); } + if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_golem_speed_stop); } + if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_golem_damageforcescale); } + + actor.monster_loot = ITEM_HealthMega; + actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX + + setanim(actor, actor.anim_shoot, false, true, true); + actor.spawn_time = actor.animstate_endtime; + actor.spawnshieldtime = actor.spawn_time; + actor.monster_attackfunc = M_Golem_Attack; + + return true; +} - - METHOD(Golem, mr_precache, bool(Golem this)) - { - TC(Golem, this); - return true; - } +#endif diff --cc qcsrc/common/monsters/monster/golem.qh index 4a8dc33a09,0000000000..e598b286c5 mode 100644,000000..100644 --- a/qcsrc/common/monsters/monster/golem.qh +++ b/qcsrc/common/monsters/monster/golem.qh @@@ -1,24 -1,0 +1,20 @@@ +#pragma once + +#include "../all.qh" + +#ifdef GAMEQC +MODEL(MON_GOLEM, M_Model("golem.dpm")); +#endif + +CLASS(Golem, Monster) + ATTRIB(Golem, spawnflags, int, MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED); + ATTRIB(Golem, mins, vector, '-24 -24 -20'); + ATTRIB(Golem, maxs, vector, '24 24 88'); +#ifdef GAMEQC + ATTRIB(Golem, m_model, Model, MDL_MON_GOLEM); +#endif + ATTRIB(Golem, netname, string, "golem"); + ATTRIB(Golem, monster_name, string, _("Golem")); +ENDCLASS(Golem) + - REGISTER_MONSTER(GOLEM, NEW(Golem)) { - #ifdef GAMEQC - this.mr_precache(this); - #endif - } ++REGISTER_MONSTER(GOLEM, NEW(Golem)); diff --cc qcsrc/common/monsters/monster/shambler.qh index fde28e9f46,554fe5fe62..0000000000 deleted file mode 100644,100644 --- a/qcsrc/common/monsters/monster/shambler.qh +++ /dev/null @@@ -1,24 -1,20 +1,0 @@@ --#pragma once -- --#include "../all.qh" -- --#ifdef GAMEQC --MODEL(MON_SHAMBLER, M_Model("shambler.mdl")); --#endif -- --CLASS(Shambler, Monster) -- ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED); -- ATTRIB(Shambler, m_mins, vector, '-41 -41 -31'); -- ATTRIB(Shambler, m_maxs, vector, '41 41 65'); --#ifdef GAMEQC -- ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER); --#endif -- ATTRIB(Shambler, netname, string, "shambler"); -- ATTRIB(Shambler, monster_name, string, _("Shambler")); --ENDCLASS(Shambler) -- - REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) { - #ifdef GAMEQC - this.mr_precache(this); - #endif - } -REGISTER_MONSTER(SHAMBLER, NEW(Shambler)); diff --cc qcsrc/common/monsters/monster/troll.qc index aca12a9533,0000000000..e66271d75a mode 100644,000000..100644 --- a/qcsrc/common/monsters/monster/troll.qc +++ b/qcsrc/common/monsters/monster/troll.qc @@@ -1,121 -1,0 +1,115 @@@ +// TODO +#ifndef IMPLEMENTATION + +#include "troll.qh" + +#ifdef SVQC +float autocvar_g_monster_troll_health = 900; +float autocvar_g_monster_troll_damageforcescale = 0.1; +float autocvar_g_monster_troll_attack_claw_damage = 90; +float autocvar_g_monster_troll_speed_stop = 300; +float autocvar_g_monster_troll_speed_run = 300; +float autocvar_g_monster_troll_speed_walk = 190; + +/* +const float troll_anim_attack = 0; +const float troll_anim_idle = 1; +const float troll_anim_walk = 2; +const float troll_anim_death = 3; +const float troll_anim_dead = 4; +const float troll_anim_run = 5; +*/ + +void M_Troll_Attack_Swing(entity this) +{ + Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_troll_attack_claw_damage), this.anim_melee1, this.attack_range, 0.5, DEATH_MONSTER_TROLL_MELEE.m_id, true); +} + +bool M_Troll_Attack(int attack_type, entity actor, entity targ, .entity weaponentity) +{ + switch(attack_type) + { + case MONSTER_ATTACK_MELEE: + { + actor.state = MONSTER_ATTACK_MELEE; // freeze monster + setanim(actor, actor.anim_melee1, false, true, true); + Monster_Delay(actor, 1, 0.6, M_Troll_Attack_Swing); + actor.anim_finished = actor.attack_finished_single[0] = time + 0.6; // set this for the delay + return true; + } + case MONSTER_ATTACK_RANGED: + { + // troll has no ranged attack + return false; + } + } + + return false; +} + +spawnfunc(monster_troll) { Monster_Spawn(this, true, MON_TROLL.monsterid); } +#endif // SVQC + +#ifdef SVQC +METHOD(Troll, mr_think, bool(Troll this, entity actor)) +{ + TC(Troll, this); + return true; +} + +METHOD(Troll, mr_pain, float(Troll this, entity actor, float damage_take, entity attacker, float deathtype)) +{ + TC(Troll, this); + actor.pain_finished = time + 0.5; + // no pain animation yet + //setanim(actor, actor.anim_pain1, true, true, false); + return damage_take; +} + +METHOD(Troll, mr_death, bool(Troll this, entity actor)) +{ + TC(Troll, this); + setanim(actor, actor.anim_die1, false, true, true); + return true; +} +#endif +#ifdef GAMEQC +METHOD(Troll, mr_anim, bool(Troll this, entity actor)) +{ + TC(Troll, this); + vector none = '0 0 0'; + actor.anim_die1 = animfixfps(actor, '3 1 1', none); // 2 seconds + actor.anim_walk = animfixfps(actor, '2 1 1', none); + actor.anim_idle = animfixfps(actor, '1 1 1', none); + actor.anim_melee1 = animfixfps(actor, '0 1 1', none); // analyze models and set framerate + actor.anim_run = animfixfps(actor, '5 1 1', none); + return true; +} +#endif +#ifdef SVQC +.float animstate_endtime; +METHOD(Troll, mr_setup, bool(Troll this, entity actor)) +{ + TC(Troll, this); + if(!actor.health) actor.health = (autocvar_g_monster_troll_health); + if(!actor.attack_range) actor.attack_range = 150; + if(!actor.speed) { actor.speed = (autocvar_g_monster_troll_speed_walk); } + if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_troll_speed_run); } + if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_troll_speed_stop); } + if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_troll_damageforcescale); } + + actor.view_ofs = '0 0 35'; // we swing at a lower height than our eyes + + actor.monster_loot = ITEM_ArmorBig; + actor.weapon = WEP_MORTAR.m_id; + + setanim(actor, actor.anim_idle, false, true, true); + actor.spawn_time = actor.animstate_endtime; + actor.spawnshieldtime = actor.spawn_time; + actor.monster_attackfunc = M_Troll_Attack; + + return true; +} - - METHOD(Troll, mr_precache, bool(Troll this)) - { - TC(Troll, this); - return true; - } +#endif + +#endif diff --cc qcsrc/common/monsters/monster/troll.qh index 808fbbc039,0000000000..d5cc1f37a4 mode 100644,000000..100644 --- a/qcsrc/common/monsters/monster/troll.qh +++ b/qcsrc/common/monsters/monster/troll.qh @@@ -1,28 -1,0 +1,24 @@@ +#pragma once + +#ifdef GAMEQC +MSG_INFO_NOTIF(DEATH_SELF_MON_TROLL_MELEE, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", "^BG%s^K1 was ripped apart by a Troll%s%s", "") +MSG_MULTI_NOTIF(DEATH_SELF_MON_TROLL_MELEE, 1, NULL, INFO_DEATH_SELF_MON_TROLL_MELEE, CENTER_DEATH_SELF_MONSTER) +REGISTER_DEATHTYPE(MONSTER_TROLL_MELEE, DEATH_SELF_MON_TROLL_MELEE, DEATH_MURDER_MONSTER, "monster") +#endif + +#ifdef GAMEQC +MODEL(MON_TROLL, M_Model("troll.dpm")); +#endif + +CLASS(Troll, Monster) + ATTRIB(Troll, spawnflags, int, MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE); + ATTRIB(Troll, m_mins, vector, '-45 -45 -24'); + ATTRIB(Troll, m_maxs, vector, '45 45 160'); +#ifdef GAMEQC + ATTRIB(Troll, m_model, Model, MDL_MON_TROLL); +#endif + ATTRIB(Troll, netname, string, "troll"); + ATTRIB(Troll, monster_name, string, _("Troll")); +ENDCLASS(Troll) + - REGISTER_MONSTER(TROLL, NEW(Troll)) { - #ifdef GAMEQC - this.mr_precache(this); - #endif - } ++REGISTER_MONSTER(TROLL, NEW(Troll));