]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
index fcab35af5334e5e282dc9013e0e12d0ca28d3586..80cd21b481b41474dcf860d2d42178c95428f228 100644 (file)
@@ -25,8 +25,8 @@
 
 void monsters_setstatus(entity this)
 {
-       this.stat_monsters_total = monsters_total;
-       this.stat_monsters_killed = monsters_killed;
+       STAT(MONSTERS_TOTAL, this) = monsters_total;
+       STAT(MONSTERS_KILLED, this) = monsters_killed;
 }
 
 void monster_dropitem(entity this, entity attacker)
@@ -46,7 +46,7 @@ void monster_dropitem(entity this, entity attacker)
        if(e && e.monster_loot)
        {
                e.noalign = true;
-               e.monster_loot(e);
+               StartItem(e, e.monster_loot);
                e.gravity = 1;
                set_movetype(e, MOVETYPE_TOSS);
                e.reset = SUB_Remove;
@@ -99,9 +99,10 @@ bool Monster_ValidTarget(entity this, entity targ)
                return false;
        }
 
-       traceline(this.origin + this.view_ofs, targ.origin, MOVE_NOMONSTERS, this);
+       vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
+       traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
 
-       if(trace_fraction < 1)
+       if(trace_fraction < 1 && trace_ent != targ)
                return false; // solid
 
        if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
@@ -124,7 +125,7 @@ entity Monster_FindTarget(entity this)
        vector my_center = CENTER_OR_VIEWOFS(this);
 
        // find the closest acceptable target to pass to
-       FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
+       IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
        {
                if(Monster_ValidTarget(this, it))
                {
@@ -172,6 +173,8 @@ void monster_changeteam(entity this, int newteam)
        if(!teamplay) { return; }
 
        this.team = newteam;
+       if(!this.monster_attack)
+               IL_PUSH(g_monster_targets, this);
        this.monster_attack = true; // new team, activate attacking
        monster_setupcolors(this);
 
@@ -244,7 +247,7 @@ void Monster_Sound_Precache(string f)
        {
                if(tokenize_console(s) != 3)
                {
-                       LOG_TRACE("Invalid sound info line: ", s);
+                       //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
                        continue;
                }
                PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
@@ -298,7 +301,7 @@ bool Monster_Sounds_Load(entity this, string f, int first)
        float fh = fopen(f, FILE_READ);
        if(fh < 0)
        {
-               LOG_TRACE("Monster sound file not found: ", f);
+               //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
                return false;
        }
        while((s = fgets(fh)))
@@ -564,7 +567,7 @@ vector Monster_Move_Target(entity this, entity targ)
                        || ((trace_fraction < 1) && (trace_ent != this.enemy)))
                {
                        this.enemy = NULL;
-                       this.pass_distance = 0;
+                       //this.pass_distance = 0;
                }
 
                if(this.enemy)
@@ -655,12 +658,13 @@ vector Monster_Move_Target(entity this, entity targ)
 
 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
 {
-       float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
-       float initial_height = 0; //min(50, (targ_distance * tanh(20)));
-       float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
+       //float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
+       //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
+       //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
        //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
 
-       vector targpos;
+       vector targpos = to;
+#if 0
        if(current_height) // make sure we can actually do this arcing path
        {
                targpos = (to + ('0 0 1' * current_height));
@@ -676,6 +680,7 @@ void Monster_CalculateVelocity(entity this, vector to, vector from, float turnra
                }
        }
        else { targpos = to; }
+#endif
 
        //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
 
@@ -693,54 +698,14 @@ void Monster_CalculateVelocity(entity this, vector to, vector from, float turnra
 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); }
+       if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
+               this.goalentity = find(NULL, targetname, this.target2);
 
-       if(STAT(FROZEN, this) == 2)
+       if(STAT(FROZEN, this))
        {
-               this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
-               this.health = max(1, this.revive_progress * this.max_health);
-               this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
-               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
-                       WaypointSprite_UpdateHealth(this.sprite, this.health);
-
                movelib_brake_simple(this, stpspeed);
                setanim(this, this.anim_idle, true, false, false);
-
-               this.enemy = NULL;
-               this.nextthink = time + this.ticrate;
-
-               if(this.revive_progress >= 1)
-                       Unfreeze(this);
-
-               return;
-       }
-       else if(STAT(FROZEN, this) == 3)
-       {
-               this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
-               this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
-
-               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
-                       WaypointSprite_UpdateHealth(this.sprite, this.health);
-
-               movelib_brake_simple(this, stpspeed);
-               setanim(this, this.anim_idle, true, false, false);
-
-               this.enemy = NULL;
-               this.nextthink = time + this.ticrate;
-
-               if(this.health < 1)
-               {
-                       Unfreeze(this);
-                       this.health = 0;
-                       if(this.event_damage)
-                               this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
-               }
-
-               else if ( this.revive_progress <= 0 )
-                       Unfreeze(this);
-
-               return;
+               return; // no physics while frozen!
        }
 
        if(this.flags & FL_SWIM)
@@ -804,27 +769,6 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
        if(DIFF_TEAM(this.monster_follow, this))
                this.monster_follow = NULL;
 
-       if(time >= this.last_enemycheck)
-       {
-               if(!this.enemy)
-               {
-                       this.enemy = Monster_FindTarget(this);
-                       if(this.enemy)
-                       {
-                               WarpZone_RefSys_Copy(this.enemy, this);
-                               WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
-                               this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
-                               this.monster_moveto = '0 0 0';
-                               this.monster_face = '0 0 0';
-
-                               this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
-                               Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
-                       }
-               }
-
-               this.last_enemycheck = time + 1; // check for enemies every second
-       }
-
        if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
        {
                this.state = 0;
@@ -866,9 +810,9 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
        else
        {
                entity e = this.goalentity; //find(NULL, targetname, this.target2);
-               if(e.target2)
+               if(e.target2 && e.target2 != "")
                        this.target2 = e.target2;
-               else if(e.target) // compatibility
+               else if(e.target && e.target != "") // compatibility
                        this.target2 = e.target;
 
                movelib_brake_simple(this, stpspeed);
@@ -889,9 +833,6 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
                turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
                this.angles_y += turny;
        }
-
-       .entity weaponentity = weaponentities[0]; // TODO?
-       Monster_Attack_Check(this, this.enemy, weaponentity);
 }
 
 void Monster_Remove(entity this)
@@ -1002,7 +943,7 @@ void Monster_Dead(entity this, entity attacker, float gibbed)
 
        if(IS_PLAYER(attacker))
        if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
-               PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
+               GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
 
        if(gibbed)
        {
@@ -1010,6 +951,9 @@ void Monster_Dead(entity this, entity attacker, float gibbed)
                totalspawned -= 1;
        }
 
+       if(!gibbed && this.mdl_dead && this.mdl_dead != "")
+               _setmodel(this, this.mdl_dead);
+
        this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
        this.solid                      = SOLID_CORPSE;
        this.takedamage         = DAMAGE_AIM;
@@ -1073,8 +1017,8 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage
 
        this.dmg_time = time;
 
-       if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id)
-               spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
+       if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
+               spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
 
        this.velocity += force * this.damageforcescale;
 
@@ -1200,6 +1144,64 @@ void Monster_Anim(entity this)
        */
 }
 
+void Monster_Frozen_Think(entity this)
+{
+       if(STAT(FROZEN, this) == 2)
+       {
+               this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
+               this.health = max(1, this.revive_progress * this.max_health);
+               this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
+
+               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
+                       WaypointSprite_UpdateHealth(this.sprite, this.health);
+
+               if(this.revive_progress >= 1)
+                       Unfreeze(this);
+       }
+       else if(STAT(FROZEN, this) == 3)
+       {
+               this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
+               this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+               if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
+                       WaypointSprite_UpdateHealth(this.sprite, this.health);
+
+               if(this.health < 1)
+               {
+                       Unfreeze(this);
+                       this.health = 0;
+                       if(this.event_damage)
+                               this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+               }
+
+               else if ( this.revive_progress <= 0 )
+                       Unfreeze(this);
+       }
+       // otherwise, no revival!
+
+       this.enemy = NULL; // TODO: save enemy, and attack when revived?
+}
+
+void Monster_Enemy_Check(entity this)
+{
+       if(!this.enemy)
+       {
+               this.enemy = Monster_FindTarget(this);
+               if(this.enemy)
+               {
+                       WarpZone_RefSys_Copy(this.enemy, this);
+                       WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
+                       // update move target immediately?
+                       this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
+                       this.monster_moveto = '0 0 0';
+                       this.monster_face = '0 0 0';
+
+                       //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
+                       Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
+               }
+       }
+}
+
 void Monster_Think(entity this)
 {
        setthink(this, Monster_Think);
@@ -1211,10 +1213,23 @@ void Monster_Think(entity this)
                return;
        }
 
+       if(STAT(FROZEN, this))
+               Monster_Frozen_Think(this);
+       else if(time >= this.last_enemycheck)
+       {
+               Monster_Enemy_Check(this);
+               this.last_enemycheck = time + 1; // check for enemies every second
+       }
+
        Monster mon = Monsters_from(this.monsterid);
        if(mon.mr_think(mon, this))
+       {
                Monster_Move(this, this.speed2, this.speed, this.stopspeed);
 
+               .entity weaponentity = weaponentities[0]; // TODO?
+               Monster_Attack_Check(this, this.enemy, weaponentity);
+       }
+
        Monster_Anim(this);
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -1256,7 +1271,11 @@ bool Monster_Spawn_Setup(entity this)
        Monster_Sounds_Update(this);
 
        if(teamplay)
+       {
+               if(!this.monster_attack)
+                       IL_PUSH(g_monster_targets, this);
                this.monster_attack = true; // we can have monster enemies in team games
+       }
 
        Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
 
@@ -1290,7 +1309,13 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
        if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
 
        if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
+       {
                IL_PUSH(g_monsters, this);
+               if(this.mdl && this.mdl != "")
+                       precache_model(this.mdl);
+               if(this.mdl_dead && this.mdl_dead != "")
+                       precache_model(this.mdl_dead);
+       }
 
        if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
 
@@ -1309,7 +1334,11 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
        if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
                monsters_total += 1;
 
-       setmodel(this, mon.m_model);
+       if(this.mdl && this.mdl != "")
+               _setmodel(this, this.mdl);
+       else
+               setmodel(this, mon.m_model);
+
        this.flags                              = FL_MONSTER;
        this.classname                  = "monster";
        this.takedamage                 = DAMAGE_AIM;
@@ -1340,7 +1369,7 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
        this.candrop                    = true;
        this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
        this.oldtarget2                 = this.target2;
-       this.pass_distance              = 0;
+       //this.pass_distance            = 0;
        this.deadflag                   = DEAD_NO;
        this.spawn_time                 = time;
        this.gravity                    = 1;
@@ -1374,7 +1403,7 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
                        this.scale *= 1.3;
        }
 
-       setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
+       setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
 
        this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);