X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fsv_monsters.qc;h=e3eaf6ecd1b5ea88706b1619bf51505026b8f809;hb=b8305fefb55a9949c61331e7fdf04806be8e41de;hp=0673cd0baf24810d20dc452ce469e73a6ae31a51;hpb=139a594d29f65508e5d6001e90d4ee4fad82ca66;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/sv_monsters.qc b/qcsrc/common/monsters/sv_monsters.qc index 0673cd0ba..e3eaf6ecd 100644 --- a/qcsrc/common/monsters/sv_monsters.qc +++ b/qcsrc/common/monsters/sv_monsters.qc @@ -1,25 +1,33 @@ #include "sv_monsters.qh" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include -#include "../constants.qh" -#include "../teams.qh" -#include "../util.qh" -#include "all.qh" -#include "../physics/movelib.qh" -#include "../weapons/_mod.qh" -#include -#include -#include "../deathtypes/all.qh" -#include -#include -#include "../turrets/sv_turrets.qh" -#include "../turrets/util.qh" -#include "../vehicles/all.qh" #include +#include +#include #include -#include "../mapobjects/triggers.qh" -#include +#include +#include +#include #include +#include #include void monsters_setstatus(entity this) @@ -78,11 +86,10 @@ bool Monster_ValidTarget(entity this, entity targ) if((targ == this) || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen - || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless + || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless || (time < game_starttime) // monsters do nothing before match has started || (targ.takedamage == DAMAGE_NO) || (game_stopped) - || (targ.items & IT_INVISIBILITY) || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0)) || (this.monster_follow == targ || targ.monster_follow == this) @@ -128,7 +135,7 @@ entity Monster_FindTarget(entity this) { if(Monster_ValidTarget(this, it)) { - // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) + // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc) vector targ_center = CENTER_OR_VIEWOFS(it); if(closest_target) @@ -189,7 +196,11 @@ void monster_changeteam(entity this, int newteam) .void(entity) monster_delayedfunc; void Monster_Delay_Action(entity this) { - if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); } + if(Monster_ValidTarget(this.owner, this.owner.enemy)) + { + monster_makevectors(this.owner, this.owner.enemy); + this.monster_delayedfunc(this.owner); + } if(this.cnt > 1) { @@ -207,7 +218,7 @@ void Monster_Delay_Action(entity this) 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(); + entity e = new_pure(Monster_Delay); setthink(e, Monster_Delay_Action); e.nextthink = time + defer_amnt; @@ -256,7 +267,7 @@ void Monster_Sound_Precache(string f) void Monster_Sounds_Precache(entity this) { - string m = (Monsters_from(this.monsterid)).m_model.model_str(); + string m = this.monsterdef.m_model.model_str(); float globhandle, n, i; string f; @@ -359,8 +370,6 @@ bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, flo else this.attack_finished_single[0] = this.anim_finished = time + animtime; - monster_makevectors(this, targ); - traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this); if(trace_ent.takedamage) @@ -424,6 +433,7 @@ void Monster_Attack_Check(entity this, entity targ, .entity weaponentity) if(vdist(targ.origin - this.origin, <=, this.attack_range)) { + monster_makevectors(this, targ); int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity); if(attack_success == 1) Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); @@ -433,6 +443,7 @@ void Monster_Attack_Check(entity this, entity targ, .entity weaponentity) if(vdist(targ.origin - this.origin, >, this.attack_range)) { + monster_makevectors(this, targ); int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity); if(attack_success == 1) Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); @@ -461,7 +472,7 @@ void Monster_UpdateModel(entity this) this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/ // then get the real values - Monster mon = Monsters_from(this.monsterid); + Monster mon = this.monsterdef; mon.mr_anim(mon, this); } @@ -508,7 +519,7 @@ bool Monster_Respawn_Check(entity this) return true; } -void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); } +void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); } .vector pos1, pos2; @@ -874,16 +885,16 @@ void Monster_Dead_Think(entity this) void Monster_Appear(entity this, entity actor, entity trigger) { this.enemy = actor; - Monster_Spawn(this, false, this.monsterid); + Monster_Spawn(this, false, this.monsterdef); } -bool Monster_Appear_Check(entity this, int monster_id) +bool Monster_Appear_Check(entity this, Monster monster_id) { if(!(this.spawnflags & MONSTERFLAG_APPEAR)) return false; setthink(this, func_null); - this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) + this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) this.nextthink = 0; this.use = Monster_Appear; this.flags = FL_MONSTER; // set so this monster can get butchered @@ -973,7 +984,7 @@ void Monster_Dead(entity this, entity attacker, float gibbed) CSQCModel_UnlinkEntity(this); - Monster mon = Monsters_from(this.monsterid); + Monster mon = this.monsterdef; mon.mr_death(mon, this); if(this.candrop && this.weapon) @@ -994,7 +1005,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id) //return; - if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id) + if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id) return; if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL) @@ -1004,7 +1015,7 @@ void Monster_Damage(entity this, entity inflictor, entity attacker, float damage float take = v.x; //float save = v.y; - Monster mon = Monsters_from(this.monsterid); + Monster mon = this.monsterdef; take = mon.mr_pain(mon, this, take, attacker, deathtype); if(take) @@ -1090,7 +1101,7 @@ void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) bool reverse = false; if(trace_fraction != 1.0) reverse = true; - if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid)) + if(trace_ent && IS_PLAYER(trace_ent)) reverse = false; if(trace_ent && IS_MONSTER(trace_ent)) reverse = true; @@ -1141,7 +1152,7 @@ void Monster_Anim(entity this) int animbits = deadbits; if(STAT(FROZEN, this)) animbits |= ANIMSTATE_FROZEN; - if(this.crouch) + if(IS_DUCKED(this)) animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently... animdecide_setstate(this, animbits, false); animdecide_setimplicitstate(this, (IS_ONGROUND(this))); @@ -1162,7 +1173,8 @@ void Monster_Frozen_Think(entity this) { STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1); SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health)); - this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1); + if (this.iceblock) + this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1); if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite) WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); @@ -1231,7 +1243,7 @@ void Monster_Think(entity this) this.last_enemycheck = time + 1; // check for enemies every second } - Monster mon = Monsters_from(this.monsterid); + Monster mon = this.monsterdef; if(mon.mr_think(mon, this)) { Monster_Move(this, this.speed2, this.speed, this.stopspeed); @@ -1247,7 +1259,7 @@ void Monster_Think(entity this) bool Monster_Spawn_Setup(entity this) { - Monster mon = Monsters_from(this.monsterid); + Monster mon = this.monsterdef; mon.mr_setup(mon, this); // ensure some basic needs are met @@ -1292,7 +1304,7 @@ 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), NULL, this.team, this, sprite, true, RADARICON_DANGER); - wp.wp_extra = this.monsterid; + wp.wp_extra = this.monsterdef.monsterid; wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0'); if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE)) { @@ -1310,12 +1322,11 @@ bool Monster_Spawn_Setup(entity this) return true; } -bool Monster_Spawn(entity this, bool check_appear, int mon_id) +bool Monster_Spawn(entity this, bool check_appear, Monster mon) { // setup the basic required properties for a monster - entity mon = Monsters_from(mon_id); - if(!mon.monsterid) { return false; } // invalid monster + if(!mon || mon == MON_Null) { return false; } // invalid monster if(!autocvar_g_monsters) { Monster_Remove(this); return false; } if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER)) @@ -1327,7 +1338,7 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id) precache_model(this.mdl_dead); } - if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed + if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed if(!this.monster_skill) this.monster_skill = cvar("g_monsters_skill"); @@ -1349,6 +1360,14 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id) else setmodel(this, mon.m_model); + if(this.statuseffects && this.statuseffects.owner == this) + { + StatusEffects_clearall(this.statuseffects); + StatusEffects_update(this); + } + else + this.statuseffects = NULL; + this.flags = FL_MONSTER; this.classname = "monster"; this.takedamage = DAMAGE_AIM; @@ -1360,14 +1379,14 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id) if(!this.damagedbycontents) IL_PUSH(g_damagedbycontents, this); this.damagedbycontents = true; - this.monsterid = mon_id; + this.monsterdef = mon; this.event_damage = Monster_Damage; this.event_heal = Monster_Heal; settouch(this, Monster_Touch); this.use = Monster_Use; this.solid = SOLID_BBOX; set_movetype(this, MOVETYPE_WALK); - this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; + StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0); this.enemy = NULL; this.velocity = '0 0 0'; this.moveto = this.origin;