From: Mario Date: Mon, 19 Feb 2018 15:15:59 +0000 (+1000) Subject: Merge branch 'master' into Mario/monsters X-Git-Tag: xonotic-v0.8.5~7^2~1^2~63 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f8cd0686b2a5e6af575d50b47153426d8fbea754;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Mario/monsters # Conflicts: # qcsrc/common/monsters/monster/shambler.qc --- f8cd0686b2a5e6af575d50b47153426d8fbea754 diff --cc models/monsters/dragon_lod1.dpm index 0000000000,0000000000..7521bc1c36 new file mode 100644 Binary files differ diff --cc models/monsters/dragon_lod1.dpm.framegroups index 0000000000,0000000000..458bbe4e70 new file mode 100644 --- /dev/null +++ b/models/monsters/dragon_lod1.dpm.framegroups @@@ -1,0 -1,0 +1,14 @@@ ++/* ++Generated framegroups file for dragon_lod1 ++Used by DarkPlaces to simulate frame groups in DPM models. ++*/ ++ ++1 101 30 1 // dragon_lod1 idle ++102 101 30 1 // dragon_lod1 glide ++203 101 30 1 // dragon_lod1 fly ++304 26 30 0 // dragon_lod1 pain1 ++330 26 30 0 // dragon_lod1 pain2 ++356 51 30 0 // dragon_lod1 melee ++407 51 30 0 // dragon_lod1 fireball ++458 101 30 1 // dragon_lod1 dying ++559 26 30 0 // dragon_lod1 dead diff --cc models/monsters/dragon_lod2.dpm index 0000000000,0000000000..4b019082e3 new file mode 100644 Binary files differ diff --cc models/monsters/dragon_lod2.dpm.framegroups index 0000000000,0000000000..06b76a9e4a new file mode 100644 --- /dev/null +++ b/models/monsters/dragon_lod2.dpm.framegroups @@@ -1,0 -1,0 +1,14 @@@ ++/* ++Generated framegroups file for dragon_lod2 ++Used by DarkPlaces to simulate frame groups in DPM models. ++*/ ++ ++1 101 30 1 // dragon_lod2 idle ++102 101 30 1 // dragon_lod2 glide ++203 101 30 1 // dragon_lod2 fly ++304 26 30 0 // dragon_lod2 pain1 ++330 26 30 0 // dragon_lod2 pain2 ++356 51 30 0 // dragon_lod2 melee ++407 51 30 0 // dragon_lod2 fireball ++458 101 30 1 // dragon_lod2 dying ++559 26 30 0 // dragon_lod2 dead diff --cc qcsrc/client/csqcmodel_hooks.qc index 6499a683e8,6499a683e8..ebec91d625 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@@ -26,8 -26,8 +26,10 @@@ void CSQCModel_Hook_PreDraw(entity this .int lodmodelindex0; .int lodmodelindex1; .int lodmodelindex2; --void CSQCPlayer_LOD_Apply(entity this) ++void CSQCPlayer_LOD_Apply(entity this, bool isplayer) { ++ int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction); ++ // LOD model loading if(this.lodmodelindex0 != this.modelindex) { @@@ -66,11 -66,11 +68,11 @@@ } // apply LOD -- if(autocvar_cl_playerdetailreduction <= 0) ++ if(detailreduction <= 0) { -- if(autocvar_cl_playerdetailreduction <= -2) ++ if(detailreduction <= -2) this.modelindex = this.lodmodelindex2; -- else if(autocvar_cl_playerdetailreduction <= -1) ++ else if(detailreduction <= -1) this.modelindex = this.lodmodelindex1; else this.modelindex = this.lodmodelindex0; @@@ -78,7 -78,7 +80,7 @@@ else { float distance = vlen(this.origin - view_origin); -- float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction; ++ float f = (distance * current_viewzoom + 100.0) * detailreduction; f *= 1.0 / bound(0.01, view_quality, 1); if(f > autocvar_cl_loddistance2) this.modelindex = this.lodmodelindex2; @@@ -613,7 -613,7 +615,7 @@@ void CSQCModel_Hook_PreDraw(entity this if(this.isplayermodel) // this checks if it's a player MODEL! { CSQCPlayer_ModelAppearance_Apply(this, this.entnum == player_localnum + 1); -- CSQCPlayer_LOD_Apply(this); ++ CSQCPlayer_LOD_Apply(this, true); if(!isplayer) { @@@ -689,6 -689,6 +691,8 @@@ } } } ++ else ++ CSQCPlayer_LOD_Apply(this, false); CSQCModel_AutoTagIndex_Apply(this); diff --cc qcsrc/common/monsters/monster/golem.qc index d8fab86697,0000000000..d49bfd4e51 mode 100644,000000..100644 --- a/qcsrc/common/monsters/monster/golem.qc +++ b/qcsrc/common/monsters/monster/golem.qc @@@ -1,284 -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)); ++ Damage(trace_ent, this, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, 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); ++ 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, it.origin, '0 0 0'); ++ 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, vector hitloc, vector force) ++void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, 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; +} +#endif diff --cc qcsrc/common/monsters/monster/wyvern.qc index 6205c72da8,d596d7d33b..7c0d9b38f4 --- a/qcsrc/common/monsters/monster/wyvern.qc +++ b/qcsrc/common/monsters/monster/wyvern.qc @@@ -18,15 -18,10 +18,15 @@@ METHOD(WyvernAttack, wr_think, void(Wyv TC(WyvernAttack, thiswep); if (fire & 1) if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) { - if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0); + if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_WYVERN.m_id); if (IS_MONSTER(actor)) { - actor.attack_finished_single[0] = time + 1.2; - actor.anim_finished = time + 1.2; + //actor.anim_finished = time + 1.2; + setanim(actor, actor.anim_shoot, false, true, true); + 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; monster_makevectors(actor, actor.enemy); }