X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fsv_monsters.qc;h=795e0310a263f35fd922478f1e9a1ad1125ad47d;hb=678388b78fdaad89fc8218dadf7007432b4153c3;hp=f4fc641488b9fbd1ab4beefe979dab9ca4f27082;hpb=c6fae88a462bf6e5ded37ac2fcdde0f844be9314;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index f4fc64148..795e0310a 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -31,7 +31,7 @@ void monsters_setstatus(entity this) this.stat_monsters_killed = monsters_killed; } -void monster_dropitem(entity this) +void monster_dropitem(entity this, entity attacker) { if(!this.candrop || !this.monster_loot) return; @@ -42,13 +42,13 @@ void monster_dropitem(entity this) e.monster_loot = this.monster_loot; - MUTATOR_CALLHOOK(MonsterDropItem, e); - e = other; + MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker); + e = M_ARGV(1, entity); if(e && e.monster_loot) { e.noalign = true; - WITH(entity, self, e, e.monster_loot(e)); + e.monster_loot(e); e.gravity = 1; e.movetype = MOVETYPE_TOSS; e.reset = SUB_Remove; @@ -90,7 +90,7 @@ bool Monster_ValidTarget(entity this, entity targ) || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0)) || (this.monster_follow == targ || targ.monster_follow == this) || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET)) - || (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT) + || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ)) || (SAME_TEAM(targ, this)) || (STAT(FROZEN, targ)) || (targ.alpha != 0 && targ.alpha < 0.5) @@ -123,29 +123,26 @@ entity Monster_FindTarget(entity mon) { if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator - entity head, closest_target = world; - head = findradius(mon.origin, mon.target_range); + entity closest_target = NULL; - while(head) // find the closest acceptable target to pass to + // find the closest acceptable target to pass to + FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack, { - if(head.monster_attack) - if(Monster_ValidTarget(mon, head)) + if(Monster_ValidTarget(mon, 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(head); + vector head_center = CENTER_OR_VIEWOFS(it); vector ent_center = CENTER_OR_VIEWOFS(mon); if(closest_target) { vector closest_target_center = CENTER_OR_VIEWOFS(closest_target); - if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center)) - { closest_target = head; } + if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center)) + { closest_target = it; } } - else { closest_target = head; } + else { closest_target = it; } } - - head = head.chain; - } + }); return closest_target; } @@ -191,7 +188,6 @@ void monster_changeteam(entity ent, float newteam) } .void(entity) monster_delayedfunc; -void Monster_Delay_Action_self(); void Monster_Delay_Action(entity this) { if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); } @@ -199,27 +195,22 @@ void Monster_Delay_Action(entity this) if(this.cnt > 1) { this.cnt -= 1; - this.think = Monster_Delay_Action_self; + setthink(this, Monster_Delay_Action); this.nextthink = time + this.count; } else { - this.think = SUB_Remove_self; + setthink(this, SUB_Remove); this.nextthink = time; } } -void Monster_Delay_Action_self() -{ - Monster_Delay_Action(self); -} - void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func) { // deferred attacking, checks if monster is still alive and target is still valid before attacking entity e = spawn(); - e.think = Monster_Delay_Action_self; + setthink(e, Monster_Delay_Action); e.nextthink = time + defer_amnt; e.count = defer_amnt; e.owner = this; @@ -400,7 +391,7 @@ bool Monster_Attack_Leap_Check(entity this, vector vel) return true; } -bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime) +bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime) { if(!Monster_Attack_Leap_Check(this, vel)) return false; @@ -414,7 +405,7 @@ bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, if(this.flags & FL_MONSTER) this.state = MONSTER_ATTACK_RANGED; - this.touch = touchfunc; + settouch(this, touchfunc); this.origin_z += 1; this.velocity = vel; UNSET_ONGROUND(this); @@ -424,14 +415,12 @@ bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, void Monster_Attack_Check(entity this, entity targ) { - if((this == world || targ == world) + if((this == NULL || targ == NULL) || (!this.monster_attackfunc) || (time < this.attack_finished_single[0]) ) { return; } - float targ_vlen = vlen(targ.origin - this.origin); - - if(targ_vlen <= this.attack_range) + if(vdist(targ.origin - this.origin, <=, this.attack_range)) { bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ); if(attack_success == 1) @@ -440,7 +429,7 @@ void Monster_Attack_Check(entity this, entity targ) return; } - if(targ_vlen > this.attack_range) + if(vdist(targ.origin - this.origin, >, this.attack_range)) { float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ); if(attack_success == 1) @@ -474,15 +463,15 @@ void Monster_UpdateModel(entity this) mon.mr_anim(mon, this); } -void Monster_Touch() -{SELFPARAM(); - if(other == world) { return; } +void Monster_Touch(entity this, entity toucher) +{ + if(toucher == NULL) { return; } - if(other.monster_attack) - if(self.enemy != other) - if(!IS_MONSTER(other)) - if(Monster_ValidTarget(self, other)) - self.enemy = other; + if(toucher.monster_attack) + if(this.enemy != toucher) + if(!IS_MONSTER(toucher)) + if(Monster_ValidTarget(this, toucher)) + this.enemy = toucher; } void Monster_Miniboss_Check(entity this) @@ -517,14 +506,14 @@ bool Monster_Respawn_Check(entity this) return true; } -void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self, self.monsterid); } +void Monster_Respawn(entity this) { Monster_Spawn(this, this.monsterid); } void Monster_Dead_Fade(entity this) { if(Monster_Respawn_Check(this)) { this.spawnflags |= MONSTERFLAG_RESPAWNED; - this.think = Monster_Respawn; + setthink(this, Monster_Respawn); this.nextthink = time + this.respawntime; this.monster_lifetime = 0; this.deadflag = DEAD_RESPAWNING; @@ -549,9 +538,9 @@ void Monster_Dead_Fade(entity this) } } -void Monster_Use() -{SELFPARAM(); - if(Monster_ValidTarget(self, activator)) { self.enemy = activator; } +void Monster_Use(entity this, entity actor, entity trigger) +{ + if(Monster_ValidTarget(this, actor)) { this.enemy = actor; } } vector Monster_Move_Target(entity this, entity targ) @@ -563,22 +552,22 @@ 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 == world) + if((this.enemy == NULL) || (IS_DEAD(this.enemy) || this.enemy.health < 1) || (STAT(FROZEN, this.enemy)) || (this.enemy.flags & FL_NOTARGET) || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0) || (this.enemy.takedamage == DAMAGE_NO) - || (vlen(this.origin - targ_origin) > this.target_range) + || (vdist(this.origin - targ_origin, >, this.target_range)) || ((trace_fraction < 1) && (trace_ent != this.enemy))) { - this.enemy = world; + this.enemy = NULL; this.pass_distance = 0; } if(this.enemy) { - /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin); + /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin); print("Trace origin: ", vtos(targ_origin), "\n"); print("Target origin: ", vtos(this.enemy.origin), "\n"); print("My origin: ", vtos(this.origin), "\n"); */ @@ -698,7 +687,7 @@ void Monster_CalculateVelocity(entity this, vector to, vector from, float turnra void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) { - if(this.target2) { this.goalentity = find(world, targetname, this.target2); } + if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); } entity targ; @@ -714,7 +703,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) movelib_brake_simple(this, stpspeed); setanim(this, this.anim_idle, true, false, false); - this.enemy = world; + this.enemy = NULL; this.nextthink = time + this.ticrate; if(this.revive_progress >= 1) @@ -733,7 +722,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) movelib_brake_simple(this, stpspeed); setanim(this, this.anim_idle, true, false, false); - this.enemy = world; + this.enemy = NULL; this.nextthink = time + this.ticrate; if(this.health < 1) @@ -758,7 +747,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) { this.last_trace = time + 0.4; - Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0'); + Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0'); this.angles = '90 90 0'; if(random() < 0.5) { @@ -790,7 +779,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ) || gameover - || this.draggedby != world + || this.draggedby != NULL || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) @@ -803,14 +792,14 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) return; } - targ = monster_target; - runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness - walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness + targ = M_ARGV(3, entity); + 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(DIFF_TEAM(this.monster_follow, this)) - this.monster_follow = world; + this.monster_follow = NULL; if(time >= this.last_enemycheck) { @@ -836,7 +825,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this)) { this.state = 0; - this.touch = Monster_Touch; + settouch(this, Monster_Touch); } if(this.state && time >= this.attack_finished_single[0]) @@ -858,7 +847,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM)) this.moveto_z = this.origin_z; - if(vlen(this.origin - this.moveto) > 100) + if(vdist(this.origin - this.moveto, >, 100)) { float do_run = (this.enemy || this.monster_moveto); if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM))) @@ -867,14 +856,14 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) if(time > this.pain_finished) // TODO: use anim_finished instead! if(!this.state) if(time > this.anim_finished) - if(vlen(this.velocity) > 10) + 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 { - entity e = find(world, targetname, this.target2); + entity e = find(NULL, targetname, this.target2); if(e.target2) this.target2 = e.target2; else if(e.target) @@ -884,7 +873,7 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) if(time > this.anim_finished) if(time > this.pain_finished) if(!this.state) - if(vlen(this.velocity) <= 30) + if(vdist(this.velocity, <=, 30)) setanim(this, this.anim_idle, true, false, false); } @@ -905,6 +894,9 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) void Monster_Remove(entity this) { + if(IS_CLIENT(this)) + return; // don't remove it? + .entity weaponentity = weaponentities[0]; if(!this) { return; } @@ -917,23 +909,23 @@ void Monster_Remove(entity this) remove(this); } -void Monster_Dead_Think() -{SELFPARAM(); - self.nextthink = time + self.ticrate; +void Monster_Dead_Think(entity this) +{ + this.nextthink = time + this.ticrate; - if(self.monster_lifetime != 0) - if(time >= self.monster_lifetime) + if(this.monster_lifetime != 0) + if(time >= this.monster_lifetime) { - Monster_Dead_Fade(self); + Monster_Dead_Fade(this); return; } } -void Monster_Appear() -{SELFPARAM(); - self.enemy = activator; - self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop - Monster_Spawn(self, self.monsterid); +void Monster_Appear(entity this, entity actor, entity trigger) +{ + this.enemy = actor; + this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop + Monster_Spawn(this, this.monsterid); } bool Monster_Appear_Check(entity this, int monster_id) @@ -941,7 +933,7 @@ bool Monster_Appear_Check(entity this, int monster_id) if(!(this.spawnflags & MONSTERFLAG_APPEAR)) return false; - this.think = func_null; + setthink(this, func_null); this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) this.nextthink = 0; this.use = Monster_Appear; @@ -959,8 +951,8 @@ void Monster_Reset(entity this) this.health = this.max_health; this.velocity = '0 0 0'; - this.enemy = world; - this.goalentity = world; + this.enemy = NULL; + this.goalentity = NULL; this.attack_finished_single[0] = 0; this.moveto = this.origin; } @@ -978,7 +970,7 @@ void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float d // number of monsters spawned with mobspawn command totalspawned -= 1; - this.think = SUB_Remove_self; + setthink(this, SUB_Remove); this.nextthink = time + 0.1; this.event_damage = func_null; } @@ -986,7 +978,7 @@ void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float d void Monster_Dead(entity this, entity attacker, float gibbed) { - this.think = Monster_Dead_Think; + setthink(this, Monster_Dead_Think); this.nextthink = time; this.monster_lifetime = time + 5; @@ -996,7 +988,7 @@ void Monster_Dead(entity this, entity attacker, float gibbed) this.health = 0; // reset by Unfreeze } - monster_dropitem(this); + monster_dropitem(this, attacker); Monster_Sound(this, monstersound_death, 0, false, CH_VOICE); @@ -1017,10 +1009,10 @@ void Monster_Dead(entity this, entity attacker, float gibbed) this.solid = SOLID_CORPSE; this.takedamage = DAMAGE_AIM; this.deadflag = DEAD_DEAD; - this.enemy = world; + this.enemy = NULL; this.movetype = MOVETYPE_TOSS; this.moveto = this.origin; - this.touch = Monster_Touch; // reset incase monster was pouncing + settouch(this, Monster_Touch); // reset incase monster was pouncing this.reset = func_null; this.state = 0; this.attack_finished_single[0] = 0; @@ -1052,7 +1044,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id) return; - if(deathtype == DEATH_FALL.m_id && this.draggedby != world) + if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL) return; vector v; @@ -1062,12 +1054,8 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage take = v_x; save = v_y; - damage_take = take; - frag_attacker = attacker; - frag_deathtype = deathtype; Monster mon = get_monsterinfo(this.monsterid); - mon.mr_pain(mon, this); - take = damage_take; + take = mon.mr_pain(mon, this, take, attacker, deathtype); if(take) { @@ -1100,22 +1088,20 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage this.candrop = false; // killed by mobkill command // TODO: fix this? - activator = attacker; - other = this.enemy; - WITH(entity, self, this, SUB_UseTargets()); + SUB_UseTargets(this, attacker, this.enemy); this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id)); WaypointSprite_Kill(this.sprite); - MUTATOR_CALLHOOK(MonsterDies, this, attacker); + MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype); if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed { Violence_GibSplash(this, 1, 0.5, attacker); - this.think = SUB_Remove_self; + setthink(this, SUB_Remove); this.nextthink = time + 0.1; } } @@ -1124,7 +1110,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage // don't check for enemies, just keep walking in a straight line void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) { - if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time) + if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time) { mspeed = 0; if(time >= this.spawn_time) @@ -1171,7 +1157,7 @@ void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) if(time > this.pain_finished) if(time > this.attack_finished_single[0]) - if(vlen(this.velocity) > 10) + if(vdist(this.velocity, >, 10)) setanim(this, this.anim_walk, true, false, false); else setanim(this, this.anim_idle, true, false, false); @@ -1214,25 +1200,25 @@ void Monster_Anim(entity this) */ } -void Monster_Think() -{SELFPARAM(); - self.think = Monster_Think; - self.nextthink = self.ticrate; +void Monster_Think(entity this) +{ + setthink(this, Monster_Think); + this.nextthink = this.ticrate; - if(self.monster_lifetime) - if(time >= self.monster_lifetime) + if(this.monster_lifetime) + if(time >= this.monster_lifetime) { - Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin); + Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin); return; } - Monster mon = get_monsterinfo(self.monsterid); - if(mon.mr_think(mon, self)) - Monster_Move(self, self.speed2, self.speed, self.stopspeed); + Monster mon = get_monsterinfo(this.monsterid); + if(mon.mr_think(mon, this)) + Monster_Move(this, this.speed2, this.speed, this.stopspeed); - Monster_Anim(self); + Monster_Anim(this); - CSQCMODEL_AUTOUPDATE(self); + CSQCMODEL_AUTOUPDATE(this); } bool Monster_Spawn_Setup(entity this) @@ -1277,7 +1263,7 @@ bool Monster_Spawn_Setup(entity this) if(autocvar_g_monsters_healthbars) { - entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER); + entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER); wp.wp_extra = this.monsterid; wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0'); if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE)) @@ -1287,7 +1273,7 @@ bool Monster_Spawn_Setup(entity this) } } - this.think = Monster_Think; + setthink(this, Monster_Think); this.nextthink = time + this.ticrate; if(MUTATOR_CALLHOOK(MonsterSpawn, this)) @@ -1331,12 +1317,12 @@ bool Monster_Spawn(entity this, int mon_id) this.damagedbycontents = true; this.monsterid = mon_id; this.event_damage = Monster_Damage; - this.touch = Monster_Touch; + settouch(this, Monster_Touch); this.use = Monster_Use; this.solid = SOLID_BBOX; this.movetype = MOVETYPE_WALK; this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; - this.enemy = world; + this.enemy = NULL; this.velocity = '0 0 0'; this.moveto = this.origin; this.pos1 = this.origin; @@ -1363,6 +1349,9 @@ bool Monster_Spawn(entity this, int mon_id) if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; } if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; } + if(autocvar_g_playerclip_collisions) + this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; + if(mon.spawnflags & MONSTER_TYPE_FLY) { this.flags |= FL_FLY;