From: Mario Date: Sun, 17 Mar 2019 09:54:59 +0000 (+1000) Subject: Merge branch 'master' into Mario/monsters X-Git-Tag: xonotic-v0.8.5~7^2~1^2~27 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f70b6498d323bf8ee9bbdc9fe413ac1fbf94ccd8;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Mario/monsters # Conflicts: # qcsrc/client/csqcmodel_hooks.qc # qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc # qcsrc/common/monsters/monster/mage.qc # qcsrc/common/monsters/monster/shambler.qc # qcsrc/common/monsters/sv_monsters.qc --- f70b6498d323bf8ee9bbdc9fe413ac1fbf94ccd8 diff --cc qcsrc/client/csqcmodel_hooks.qc index b5e0ff5d5d,939e5d77fa..16f89af020 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@@ -610,10 -606,10 +608,10 @@@ void CSQCModel_Hook_PreDraw(entity this else this.drawmask = MASK_NORMAL; - if(this.isplayermodel && this.drawmask) // this checks if it's a player MODEL! + if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL! { - CSQCPlayer_ModelAppearance_Apply(this, this.entnum == player_localnum + 1); + CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL)); - CSQCPlayer_LOD_Apply(this); + CSQCPlayer_LOD_Apply(this, true); if(!isplayer) { diff --cc qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc index 5b61762784,31c5711424..1e54617219 --- a/qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc +++ b/qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc @@@ -261,9 -286,9 +261,9 @@@ bool Invasion_CheckWinner( return 1; } - float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0; + float total_alive_monsters = 0, supermonster_count = 0; - IL_EACH(g_monsters, GetResourceAmount(it, RESOURCE_HEALTH) > 0, + IL_EACH(g_monsters, GetResource(it, RES_HEALTH) > 0, { if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER) ++supermonster_count; diff --cc qcsrc/common/monsters/monster/golem.qc index f75a8050e8,0000000000..9a181386f7 mode 100644,000000..100644 --- a/qcsrc/common/monsters/monster/golem.qc +++ b/qcsrc/common/monsters/monster/golem.qc @@@ -1,294 -1,0 +1,294 @@@ +#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_force = 100; +float autocvar_g_monster_golem_attack_smash_range = 200; +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); + + vector loc = this.origin + v_forward * 50; + + entity dmgent = spawn(); + dmgent.owner = dmgent.realowner = this; + setorigin(dmgent, loc); + RadiusDamage (dmgent, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), (autocvar_g_monster_golem_attack_smash_damage * 0.5) * MONSTER_SKILLMOD(this), + autocvar_g_monster_golem_attack_smash_range, this, NULL, autocvar_g_monster_golem_attack_smash_force, DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, NULL); + delete(dmgent); +} + +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, DMG_NOWEP, 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, DMG_NOWEP, 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, .entity weaponentity, vector hitloc, vector force) +{ - if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0) ++ if (GetResource(this, RES_HEALTH) <= 0) + return; + + if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions + return; // g_projectiles_damage says to halt + - TakeResource(this, RESOURCE_HEALTH, damage); ++ TakeResource(this, RES_HEALTH, damage); + - if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0) ++ if (GetResource(this, RES_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; - SetResourceAmountExplicit(gren, RESOURCE_HEALTH, 50); ++ SetResourceExplicit(gren, RES_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: + { + setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true); + 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 || !IS_ONGROUND(actor)) + return false; + + if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range)) + { + setanim(actor, actor.anim_melee1, false, true, true); + Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash); + if(actor.animstate_endtime > time) + actor.anim_finished = actor.animstate_endtime; + else + actor.anim_finished = time + 1.2; + actor.attack_finished_single[0] = actor.anim_finished + 0.2; + 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_melee2, 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, ((random() >= 0.5) ? actor.anim_pain2 : 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_melee1 = 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_spawn = 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_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds + actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds + // dead2 16 + //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(!GetResourceAmount(actor, RESOURCE_HEALTH)) SetResourceAmountExplicit(actor, RESOURCE_HEALTH, autocvar_g_monster_golem_health); ++ if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_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_spawn, false, true, true); + actor.spawn_time = actor.animstate_endtime; + actor.spawnshieldtime = actor.spawn_time; + actor.monster_attackfunc = M_Golem_Attack; + + return true; +} +#endif diff --cc qcsrc/common/monsters/monster/mage.qc index f2de0602bc,86e780e0a4..b2dba6a99c --- a/qcsrc/common/monsters/monster/mage.qc +++ b/qcsrc/common/monsters/monster/mage.qc @@@ -247,11 -241,11 +247,11 @@@ void M_Mage_Defend_Heal(entity this } case 1: { - if(GetResourceAmount(it, RESOURCE_CELLS)) GiveResourceWithLimit(it, RESOURCE_CELLS, 1, g_pickup_cells_max); - if(GetResourceAmount(it, RESOURCE_PLASMA)) GiveResourceWithLimit(it, RESOURCE_PLASMA, 1, g_pickup_plasma_max); - if(GetResourceAmount(it, RESOURCE_ROCKETS)) GiveResourceWithLimit(it, RESOURCE_ROCKETS, 1, g_pickup_rockets_max); - if(GetResourceAmount(it, RESOURCE_SHELLS)) GiveResourceWithLimit(it, RESOURCE_SHELLS, 2, g_pickup_shells_max); - if(GetResourceAmount(it, RESOURCE_BULLETS)) GiveResourceWithLimit(it, RESOURCE_BULLETS, 5, g_pickup_nails_max); - if(GetResource(this, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max); - if(GetResource(this, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max); - if(GetResource(this, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max); - if(GetResource(this, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max); - if(GetResource(this, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max); ++ if(GetResource(it, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max); ++ if(GetResource(it, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max); ++ if(GetResource(it, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max); ++ if(GetResource(it, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max); ++ if(GetResource(it, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max); // TODO: fuel? fx = EFFECT_AMMO_REGEN; break; @@@ -361,10 -332,10 +361,10 @@@ void M_Mage_Defend_Shield(entity this { this.effects |= (EF_ADDITIVE | EF_BLUE); this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay); - SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_monster_mage_shield_blockpercent); + SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent); this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time); setanim(this, this.anim_shoot, true, true, true); - this.attack_finished_single[0] = time + 1; + this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking this.anim_finished = time + 1; } diff --cc qcsrc/common/monsters/sv_monsters.qc index 57e1c3015d,97a68b5f8f..54f1d81cc1 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@@ -583,7 -559,8 +583,7 @@@ vector Monster_Move_Target(entity this WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this); // cases where the enemy may have changed their state (don't need to check everything here) - if( (IS_DEAD(this.enemy) || GetResourceAmount(this.enemy, RESOURCE_HEALTH) < 1) - if((!this.enemy) - || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1) ++ if( (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1) || (STAT(FROZEN, this.enemy)) || (this.enemy.flags & FL_NOTARGET) || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0) @@@ -783,20 -795,20 +783,22 @@@ void Monster_Move(entity this, float ru if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM)) this.moveto_z = this.origin_z; - if(vdist(this.origin - this.moveto, >, 100)) + fixedmakevectors(this.angles); + float vz = this.velocity_z; + + if(!turret_closetotarget(this, this.moveto, 16)) { 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)); + movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4); - if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!? + if(time > this.pain_finished && time > this.anim_finished) if(!this.state) - if(vdist(this.velocity, >, 10)) - setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false); - else - setanim(this, this.anim_idle, true, false, false); + { + if(vdist(this.velocity, >, 10)) + setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false); + else + setanim(this, this.anim_idle, true, false, false); + } } else { @@@ -1264,9 -1271,8 +1268,9 @@@ bool Monster_Spawn_Setup(entity this this.skin = rint(random() * 4); } - this.max_health = GetResourceAmount(this, RESOURCE_HEALTH); + this.max_health = GetResource(this, RES_HEALTH); this.pain_finished = this.nextthink; + this.last_enemycheck = this.spawn_time + random(); // slight delay if(IS_PLAYER(this.monster_follow)) this.effects |= EF_DIMLIGHT;