1 #include "sv_monsters.qh"
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/teleporters.qh>
7 #include <common/mapobjects/triggers.qh>
8 #include <common/monsters/all.qh>
9 #include <common/mutators/mutator/nades/nades.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/physics/movelib.qh>
12 #include <common/stats.qh>
13 #include <common/teams.qh>
14 #include <common/turrets/sv_turrets.qh>
15 #include <common/turrets/util.qh>
16 #include <common/util.qh>
17 #include <common/vehicles/all.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/weapons/_mod.qh>
20 #include <lib/csqcmodel/sv_model.qh>
21 #include <lib/warpzone/common.qh>
22 #include <server/campaign.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/command/_mod.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/round_handler.qh>
30 #include <server/steerlib.qh>
31 #include <server/weapons/_mod.qh>
33 void monsters_setstatus(entity this)
35 STAT(MONSTERS_TOTAL, this) = monsters_total;
36 STAT(MONSTERS_KILLED, this) = monsters_killed;
39 bool autocvar_g_monsters_drop = true;
40 void monster_dropitem(entity this, entity attacker)
42 if(!this.candrop || !this.monster_loot || !autocvar_g_monsters_drop)
46 e.itemdef = this.monster_loot;
47 e.origin = CENTER_OR_VIEWOFS(this);
48 e.velocity = randomvec() * 175 + '0 0 325';
49 e.lifetime = max(0, autocvar_g_monsters_drop_time);
51 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
52 e = M_ARGV(1, entity);
58 bool monster_facing(entity this, entity targ)
60 // relies on target having an origin
61 makevectors(this.angles);
62 vector targ_org = targ.origin, my_org = this.origin;
63 if(autocvar_g_monsters_target_infront_2d)
65 targ_org = vec2(targ_org);
66 my_org = vec2(my_org);
68 float dot = normalize(targ_org - my_org) * v_forward;
70 return !(dot <= autocvar_g_monsters_target_infront_range);
73 void monster_makevectors(entity this, entity targ)
77 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
78 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
79 this.v_angle_x = -this.v_angle_x;
82 makevectors(this.v_angle);
89 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
91 // ensure we're not checking nonexistent monster/target
92 if(!this || !targ) { return false; }
95 || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
96 || (time < game_starttime) // monsters do nothing before match has started
97 || (targ.takedamage == DAMAGE_NO)
99 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
100 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
101 || (this.monster_follow == targ || targ.monster_follow == this)
102 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
103 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
104 || (SAME_TEAM(targ, this))
105 || (STAT(FROZEN, targ))
106 || (targ.alpha != 0 && targ.alpha < 0.5)
107 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
108 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
111 // if any of the above checks fail, target is not valid
115 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
116 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
118 if(trace_fraction < 1 && trace_ent != targ)
119 return false; // solid
121 if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
122 if(this.enemy != targ)
124 if(!monster_facing(this, targ))
128 return true; // this target is valid!
131 entity Monster_FindTarget(entity this)
133 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
135 entity closest_target = NULL;
136 vector my_center = CENTER_OR_VIEWOFS(this);
138 // find the closest acceptable target to pass to
139 IL_EACH(g_monster_targets, it.monster_attack,
141 float trange = this.target_range;
142 if(PHYS_INPUT_BUTTON_CROUCH(it))
143 trange *= 0.75; // TODO cvar this
144 vector theirmid = (it.absmin + it.absmax) * 0.5;
145 if(vdist(theirmid - this.origin, >, trange))
147 if(!Monster_ValidTarget(this, it, false))
150 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
151 vector targ_center = CENTER_OR_VIEWOFS(it);
155 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
156 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
157 { closest_target = it; }
159 else { closest_target = it; }
162 return closest_target;
165 void monster_setupcolors(entity this)
167 if(IS_PLAYER(this.realowner))
168 this.colormap = this.realowner.colormap;
169 else if(teamplay && this.team)
170 this.colormap = 1024 + (this.team - 1) * 17;
173 if(this.monster_skill <= MONSTER_SKILL_EASY)
174 this.colormap = 1126;
175 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
176 this.colormap = 1075;
177 else if(this.monster_skill <= MONSTER_SKILL_HARD)
178 this.colormap = 1228;
179 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
180 this.colormap = 1092;
181 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
182 this.colormap = 1160;
184 this.colormap = 1024;
187 if(this.colormap > 0)
188 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
190 this.glowmod = '1 1 1';
193 void monster_changeteam(entity this, int newteam)
195 if(!teamplay) { return; }
198 if(!this.monster_attack)
199 IL_PUSH(g_monster_targets, this);
200 this.monster_attack = true; // new team, activate attacking
201 monster_setupcolors(this);
205 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
207 this.sprite.team = newteam;
208 this.sprite.SendFlags |= 1;
212 .void(entity) monster_delayedfunc;
213 void Monster_Delay_Action(entity this)
215 // TODO: maybe do check for facing here
216 if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
218 monster_makevectors(this.owner, this.owner.enemy);
219 this.monster_delayedfunc(this.owner);
225 setthink(this, Monster_Delay_Action);
226 this.nextthink = time + this.count;
230 setthink(this, SUB_Remove);
231 this.nextthink = time;
235 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
237 // deferred attacking, checks if monster is still alive and target is still valid before attacking
238 entity e = new_pure(Monster_Delay);
240 setthink(e, Monster_Delay_Action);
241 e.nextthink = time + defer_amnt;
242 e.count = defer_amnt;
244 e.monster_delayedfunc = func;
245 e.cnt = repeat_count;
253 string get_monster_model_datafilename(string m, float sk, string fil)
258 m = "models/monsters/*_";
260 m = strcat(m, ftos(sk));
263 return strcat(m, ".", fil);
266 void Monster_Sound_Precache(string f)
270 fh = fopen(f, FILE_READ);
273 while((s = fgets(fh)))
275 if(tokenize_console(s) != 3)
277 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
280 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
285 void Monster_Sounds_Precache(entity this)
287 string m = this.monsterdef.m_model.model_str();
288 float globhandle, n, i;
291 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
294 n = search_getsize(globhandle);
295 for (i = 0; i < n; ++i)
297 //print(search_getfilename(globhandle, i), "\n");
298 f = search_getfilename(globhandle, i);
299 Monster_Sound_Precache(f);
301 search_end(globhandle);
304 void Monster_Sounds_Clear(entity this)
306 #define _MSOUND(m) strfree(this.monstersound_##m);
311 .string Monster_Sound_SampleField(string type)
313 GetMonsterSoundSampleField_notFound = 0;
316 #define _MSOUND(m) case #m: return monstersound_##m;
320 GetMonsterSoundSampleField_notFound = 1;
324 bool Monster_Sounds_Load(entity this, string f, int first)
328 float fh = fopen(f, FILE_READ);
331 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
334 while((s = fgets(fh)))
336 if(tokenize_console(s) != 3)
338 field = Monster_Sound_SampleField(argv(0));
339 if(GetMonsterSoundSampleField_notFound)
341 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
347 .int skin_for_monstersound;
348 void Monster_Sounds_Update(entity this)
350 if(this.skin == this.skin_for_monstersound) { return; }
352 this.skin_for_monstersound = this.skin;
353 Monster_Sounds_Clear(this);
354 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
355 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
358 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
360 if(!autocvar_g_monsters_sounds) { return; }
363 if(time < this.msound_delay)
365 string sample = this.(samplefield);
366 if (sample != "") sample = GlobalSound_sample(sample, random());
367 float myscale = ((this.scale) ? this.scale : 1); // safety net
368 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
370 this.msound_delay = time + sound_delay;
374 // =======================
375 // Monster attack handlers
376 // =======================
378 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
380 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
382 setanim(this, anim, false, true, false);
384 if(this.animstate_endtime > time && IS_MONSTER(this))
385 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
387 this.attack_finished_single[0] = this.anim_finished = time + animtime;
389 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
391 if(trace_ent.takedamage)
392 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
397 bool Monster_Attack_Leap_Check(entity this, vector vel)
399 if(this.state && IS_MONSTER(this))
400 return false; // already attacking
401 if(!IS_ONGROUND(this))
402 return false; // not on the ground
403 if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
404 return false; // called when dead?
405 if(time < this.attack_finished_single[0])
406 return false; // still attacking
408 vector old = this.velocity;
411 tracetoss(this, this);
413 if(trace_ent != this.enemy)
419 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
421 if(!Monster_Attack_Leap_Check(this, vel))
424 setanim(this, anm, false, true, false);
426 if(this.animstate_endtime > time && IS_MONSTER(this))
427 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
429 this.attack_finished_single[0] = this.anim_finished = time + animtime;
432 this.state = MONSTER_ATTACK_RANGED;
433 settouch(this, touchfunc);
436 UNSET_ONGROUND(this);
441 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
443 int slot = weaponslot(weaponentity);
446 || (!this.monster_attackfunc)
448 || (time < this.attack_finished_single[slot])
449 || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
452 if(vdist(targ.origin - this.origin, <=, this.attack_range))
454 monster_makevectors(this, targ);
455 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
456 if(attack_success == 1)
457 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
458 else if(attack_success > 0)
462 if(vdist(targ.origin - this.origin, >, this.attack_range))
464 monster_makevectors(this, targ);
465 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
466 if(attack_success == 1)
467 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
468 else if(attack_success > 0)
474 // ======================
475 // Main monster functions
476 // ======================
478 void Monster_UpdateModel(entity this)
480 // assume some defaults
481 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
482 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
483 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
484 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
485 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
486 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
487 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
488 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
489 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
490 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
492 // then get the real values
493 Monster mon = this.monsterdef;
494 mon.mr_anim(mon, this);
497 void Monster_Touch(entity this, entity toucher)
499 if(!toucher) { return; }
501 if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
502 if(Monster_ValidTarget(this, toucher, true))
503 this.enemy = toucher;
506 void Monster_Miniboss_Check(entity this)
508 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
511 float chance = random() * 100;
513 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
514 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
516 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
517 this.effects |= EF_RED;
519 this.weapon = WEP_VORTEX.m_id;
523 bool Monster_Respawn_Check(entity this)
525 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
526 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
527 return true; // enabled by a mutator
529 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
532 if(!autocvar_g_monsters_respawn)
538 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
542 void Monster_Dead_Fade(entity this)
544 if(Monster_Respawn_Check(this))
546 this.spawnflags |= MONSTERFLAG_RESPAWNED;
547 setthink(this, Monster_Respawn);
548 this.nextthink = time + this.respawntime;
549 this.monster_lifetime = 0;
550 this.deadflag = DEAD_RESPAWNING;
551 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
553 this.pos1 = this.origin;
554 this.pos2 = this.angles;
556 this.event_damage = func_null;
557 this.event_heal = func_null;
558 this.takedamage = DAMAGE_NO;
559 setorigin(this, this.pos1);
560 this.angles = this.pos2;
561 SetResourceExplicit(this, RES_HEALTH, this.max_health);
562 setmodel(this, MDL_Null);
566 // number of monsters spawned with mobspawn command
569 SUB_SetFade(this, time + 3, 1);
573 void Monster_Use(entity this, entity actor, entity trigger)
575 if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
578 vector Monster_Move_Target(entity this, entity targ)
580 // enemy is always preferred target
583 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
584 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
588 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
589 print("Trace origin: ", vtos(targ_origin), "\n");
590 print("Target origin: ", vtos(this.enemy.origin), "\n");
591 print("My origin: ", vtos(this.origin), "\n"); */
593 this.monster_movestate = MONSTER_MOVE_ENEMY;
594 this.last_trace = time + 1.2;
595 if(this.monster_moveto)
596 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
601 /*makevectors(this.angles);
602 this.monster_movestate = MONSTER_MOVE_ENEMY;
603 this.last_trace = time + 1.2;
604 return this.enemy.origin; */
607 switch(this.monster_moveflags)
609 case MONSTER_MOVE_FOLLOW:
611 this.monster_movestate = MONSTER_MOVE_FOLLOW;
612 this.last_trace = time + 0.3;
613 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
615 case MONSTER_MOVE_SPAWNLOC:
617 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
618 this.last_trace = time + 2;
621 case MONSTER_MOVE_NOMOVE:
623 if(this.monster_moveto)
625 this.last_trace = time + 0.5;
626 return this.monster_moveto;
630 this.monster_movestate = MONSTER_MOVE_NOMOVE;
631 this.last_trace = time + 2;
636 case MONSTER_MOVE_WANDER:
639 this.monster_movestate = MONSTER_MOVE_WANDER;
641 if(this.monster_moveto)
643 this.last_trace = time + 0.5;
644 pos = this.monster_moveto;
648 this.last_trace = time + 0.5;
653 this.last_trace = time + this.wander_delay;
655 this.angles_y = rint(random() * 500);
656 makevectors(this.angles);
657 pos = this.origin + v_forward * this.wander_distance;
659 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
661 pos.z = random() * 200;
674 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
676 // update goal entity if lost
677 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
678 this.goalentity = find(NULL, targetname, this.target2);
680 if(STAT(FROZEN, this))
682 movelib_brake_simple(this, stpspeed);
683 setanim(this, this.anim_idle, true, false, false);
684 return; // no physics while frozen!
687 if(this.flags & FL_SWIM)
689 if(this.waterlevel < WATERLEVEL_WETFEET)
691 if(time >= this.last_trace)
693 this.last_trace = time + 0.4;
695 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
696 this.angles = '90 90 0';
699 this.velocity_y += random() * 50;
700 this.velocity_x -= random() * 50;
704 this.velocity_y -= random() * 50;
705 this.velocity_x += random() * 50;
707 this.velocity_z += random() * 150;
711 set_movetype(this, MOVETYPE_BOUNCE);
712 //this.velocity_z = -200;
716 else if(this.move_movetype == MOVETYPE_BOUNCE)
719 set_movetype(this, MOVETYPE_WALK);
723 entity targ = this.goalentity;
725 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
727 || this.draggedby != NULL
728 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
729 || time < game_starttime
730 || (autocvar_g_campaign && !campaign_bots_may_start)
731 || time < this.spawn_time)
733 runspeed = walkspeed = 0;
734 if(time >= this.spawn_time)
735 setanim(this, this.anim_idle, true, false, false);
736 movelib_brake_simple(this, stpspeed);
740 targ = M_ARGV(3, entity);
741 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
742 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
744 if(teamplay && autocvar_g_monsters_teams)
745 if(DIFF_TEAM(this.monster_follow, this))
746 this.monster_follow = NULL;
748 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
751 settouch(this, Monster_Touch);
754 if(this.state && time >= this.attack_finished_single[0])
755 this.state = 0; // attack is over
757 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
758 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
759 this.moveto = Monster_Move_Target(this, targ);
762 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
764 if(this.state == MONSTER_ATTACK_MELEE)
765 this.moveto = this.origin;
767 if(this.enemy && this.enemy.vehicle)
770 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
771 this.moveto_z = this.origin_z;
773 fixedmakevectors(this.angles);
774 float vz = this.velocity_z;
776 if(!turret_closetotarget(this, this.moveto, 16))
778 bool do_run = (this.enemy || this.monster_moveto);
779 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
781 if(time > this.pain_finished && time > this.anim_finished)
784 if(vdist(this.velocity, >, 10))
785 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
787 setanim(this, this.anim_idle, true, false, false);
792 entity e = this.goalentity; //find(NULL, targetname, this.target2);
793 if(e.target2 && e.target2 != "")
794 this.target2 = e.target2;
795 else if(e.target && e.target != "") // compatibility
796 this.target2 = e.target;
798 movelib_brake_simple(this, stpspeed);
799 if(time > this.anim_finished && time > this.pain_finished)
801 if(vdist(this.velocity, <=, 30))
802 setanim(this, this.anim_idle, true, false, false);
805 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
806 this.velocity_z = vz;
808 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
810 vector real_angle = vectoangles(this.steerto) - this.angles;
812 if(this.state == MONSTER_ATTACK_MELEE)
816 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
817 this.angles_y += turny;
821 void Monster_Remove(entity this)
824 return; // don't remove it?
826 if(!this) { return; }
828 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
829 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
831 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
833 .entity weaponentity = weaponentities[slot];
834 if(this.(weaponentity))
835 delete(this.(weaponentity));
837 if(this.iceblock) { delete(this.iceblock); }
838 WaypointSprite_Kill(this.sprite);
842 void Monster_Dead_Think(entity this)
844 this.nextthink = time + this.ticrate;
846 Monster mon = REGISTRY_GET(Monsters, this.monsterid);
847 mon.mr_deadthink(mon, this);
849 if(this.monster_lifetime != 0)
850 if(time >= this.monster_lifetime)
852 Monster_Dead_Fade(this);
857 void Monster_Appear(entity this, entity actor, entity trigger)
860 Monster_Spawn(this, false, this.monsterdef);
863 bool Monster_Appear_Check(entity this, Monster monster_id)
865 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
868 setthink(this, func_null);
869 this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
871 this.use = Monster_Appear;
872 this.flags = FL_MONSTER; // set so this monster can get butchered
877 void Monster_Reset(entity this)
879 if(this.spawnflags & MONSTERFLAG_SPAWNED)
881 Monster_Remove(this);
885 setorigin(this, this.pos1);
886 this.angles = this.pos2;
888 Unfreeze(this, false); // remove any icy remains
890 SetResourceExplicit(this, RES_HEALTH, this.max_health);
891 this.velocity = '0 0 0';
893 this.goalentity = NULL;
894 this.attack_finished_single[0] = 0;
895 this.moveto = this.origin;
898 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
900 TakeResource(this, RES_HEALTH, damage);
902 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
904 if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
906 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
908 // number of monsters spawned with mobspawn command
911 setthink(this, SUB_Remove);
912 this.nextthink = time + 0.1;
913 this.event_damage = func_null;
917 void Monster_Dead(entity this, entity attacker, float gibbed)
919 setthink(this, Monster_Dead_Think);
920 this.nextthink = time;
921 this.monster_lifetime = time + 5;
923 if(STAT(FROZEN, this))
924 Unfreeze(this, false); // remove any icy remains
926 monster_dropitem(this, attacker);
928 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
930 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
931 monsters_killed += 1;
933 if(IS_PLAYER(attacker))
934 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
935 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
939 // number of monsters spawned with mobspawn command
943 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
944 _setmodel(this, this.mdl_dead);
946 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
947 this.event_heal = func_null;
948 this.solid = SOLID_CORPSE;
949 this.takedamage = DAMAGE_AIM;
950 this.deadflag = DEAD_DEAD;
952 set_movetype(this, MOVETYPE_TOSS);
953 this.moveto = this.origin;
954 settouch(this, Monster_Touch); // reset incase monster was pouncing
955 this.reset = func_null;
957 this.attack_finished_single[0] = 0;
959 this.dphitcontentsmask &= ~DPCONTENTS_BODY;
961 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
962 this.velocity = '0 0 0';
964 CSQCModel_UnlinkEntity(this);
966 Monster mon = this.monsterdef;
967 mon.mr_death(mon, this);
969 if(this.candrop && this.weapon && autocvar_g_monsters_drop)
971 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
972 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
976 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
978 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
981 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
984 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
987 if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
990 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
993 vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
997 Monster mon = this.monsterdef;
998 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1002 TakeResource(this, RES_HEALTH, take);
1003 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1007 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1009 this.dmg_time = time;
1011 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1012 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1014 this.velocity += force * this.damageforcescale;
1016 if(deathtype != DEATH_DROWN.m_id && take)
1018 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1020 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1022 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1025 if(GetResource(this, RES_HEALTH) <= 0)
1027 if(deathtype == DEATH_KILL.m_id)
1028 this.candrop = false; // killed by mobkill command
1031 SUB_UseTargets(this, attacker, this.enemy);
1032 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1034 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1036 WaypointSprite_Kill(this.sprite);
1038 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1040 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1042 Violence_GibSplash(this, 1, 0.5, attacker);
1044 setthink(this, SUB_Remove);
1045 this.nextthink = time + 0.1;
1050 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1052 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1053 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1056 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1058 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1062 // don't check for enemies, just keep walking in a straight line
1063 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1065 if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1068 if(time >= this.spawn_time)
1069 setanim(this, this.anim_idle, true, false, false);
1070 movelib_brake_simple(this, 0.6);
1074 makevectors(this.angles);
1075 vector a = CENTER_OR_VIEWOFS(this);
1076 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1078 traceline(a, b, MOVE_NORMAL, this);
1080 bool reverse = false;
1081 if(trace_fraction != 1.0)
1083 if(trace_ent && IS_PLAYER(trace_ent))
1085 if(trace_ent && IS_MONSTER(trace_ent))
1088 if(!allow_jumpoff && IS_ONGROUND(this))
1090 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1091 if(trace_fraction == 1.0)
1097 this.angles_y = anglemods(this.angles_y - 180);
1098 makevectors(this.angles);
1101 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1103 if(time > this.pain_finished && time > this.attack_finished_single[0])
1105 if(vdist(this.velocity, >, 10))
1106 setanim(this, this.anim_walk, true, false, false);
1108 setanim(this, this.anim_idle, true, false, false);
1112 void Monster_Anim(entity this)
1114 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1119 // Decide on which death animation to use.
1121 deadbits = ANIMSTATE_DEAD1;
1123 deadbits = ANIMSTATE_DEAD2;
1128 // Clear a previous death animation.
1131 int animbits = deadbits;
1132 if(STAT(FROZEN, this))
1133 animbits |= ANIMSTATE_FROZEN;
1135 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1136 animdecide_setstate(this, animbits, false);
1137 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1139 /* // weapon entities for monsters?
1140 if (this.weaponentity)
1142 updateanim(this.weaponentity);
1143 if (!this.weaponentity.animstate_override)
1144 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1149 void Monster_Frozen_Think(entity this)
1151 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1153 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1154 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1156 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1158 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1159 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1161 if(STAT(REVIVE_PROGRESS, this) >= 1)
1162 Unfreeze(this, false);
1164 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1166 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1167 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1169 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1170 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1172 if(GetResource(this, RES_HEALTH) < 1)
1174 Unfreeze(this, false);
1175 if(this.event_damage)
1176 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1178 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1179 Unfreeze(this, false);
1181 // otherwise, no revival!
1183 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1186 void Monster_Enemy_Check(entity this)
1190 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
1191 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
1192 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
1194 // cases where the enemy may have changed their state (don't need to check everything here)
1195 if( (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
1196 || (STAT(FROZEN, this.enemy))
1197 || (this.enemy.flags & FL_NOTARGET)
1198 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
1199 || (this.enemy.takedamage == DAMAGE_NO)
1200 || (vdist(this.origin - targ_origin, >, this.target_range))
1201 || ((trace_fraction < 1) && (trace_ent != this.enemy))
1212 this.enemy = Monster_FindTarget(this);
1215 WarpZone_RefSys_Copy(this.enemy, this);
1216 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1217 // update move target immediately?
1218 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1219 this.monster_moveto = '0 0 0';
1220 this.monster_face = '0 0 0';
1222 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1226 void Monster_Think(entity this)
1228 setthink(this, Monster_Think);
1229 this.nextthink = time + this.ticrate;
1231 if(this.monster_lifetime && time >= this.monster_lifetime)
1233 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1237 if(STAT(FROZEN, this))
1238 Monster_Frozen_Think(this);
1239 else if(time >= this.last_enemycheck)
1241 Monster_Enemy_Check(this);
1242 this.last_enemycheck = time + 1; // check for enemies every second
1245 Monster mon = this.monsterdef;
1246 if(mon.mr_think(mon, this))
1248 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1250 .entity weaponentity = weaponentities[0]; // TODO?
1251 Monster_Attack_Check(this, this.enemy, weaponentity);
1256 CSQCMODEL_AUTOUPDATE(this);
1259 bool Monster_Spawn_Setup(entity this)
1261 Monster mon = this.monsterdef;
1262 mon.mr_setup(mon, this);
1264 // ensure some basic needs are met
1265 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1266 if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1267 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1268 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1269 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1270 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1271 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1273 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1275 Monster_Miniboss_Check(this);
1276 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1279 this.skin = rint(random() * 4);
1282 this.max_health = GetResource(this, RES_HEALTH);
1283 this.pain_finished = this.nextthink;
1284 this.last_enemycheck = this.spawn_time + random(); // slight delay
1286 if(IS_PLAYER(this.monster_follow))
1287 this.effects |= EF_DIMLIGHT;
1289 if(!this.wander_delay) { this.wander_delay = 2; }
1290 if(!this.wander_distance) { this.wander_distance = 600; }
1292 Monster_Sounds_Precache(this);
1293 Monster_Sounds_Update(this);
1297 if(!this.monster_attack)
1298 IL_PUSH(g_monster_targets, this);
1299 this.monster_attack = true; // we can have monster enemies in team games
1302 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1304 if(autocvar_g_monsters_healthbars)
1306 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1307 wp.wp_extra = this.monsterdef.monsterid;
1308 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1309 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1311 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1312 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1316 setthink(this, Monster_Think);
1317 this.nextthink = time + this.ticrate;
1319 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1325 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1327 // setup the basic required properties for a monster
1329 if(!mon || mon == MON_Null) { return false; } // invalid monster
1330 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1332 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1334 IL_PUSH(g_monsters, this);
1335 if(this.mdl && this.mdl != "")
1336 precache_model(this.mdl);
1337 if(this.mdl_dead && this.mdl_dead != "")
1338 precache_model(this.mdl_dead);
1341 if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1343 if(!this.monster_skill)
1344 this.monster_skill = cvar("g_monsters_skill");
1346 // support for quake style removing monsters based on skill
1347 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1348 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1349 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1351 if(this.team && !teamplay)
1354 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1355 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1356 monsters_total += 1;
1358 if(this.mdl && this.mdl != "")
1359 _setmodel(this, this.mdl);
1361 setmodel(this, mon.m_model);
1363 if(!this.monster_name || this.monster_name == "")
1364 this.monster_name = mon.monster_name;
1366 if(this.statuseffects && this.statuseffects.owner == this)
1368 StatusEffects_clearall(this.statuseffects);
1369 StatusEffects_update(this);
1372 this.statuseffects = NULL;
1374 this.flags = FL_MONSTER;
1375 this.classname = "monster";
1376 this.takedamage = DAMAGE_AIM;
1377 if(!this.bot_attack)
1378 IL_PUSH(g_bot_targets, this);
1379 this.bot_attack = true;
1380 this.iscreature = true;
1381 this.teleportable = true;
1382 if(!this.damagedbycontents)
1383 IL_PUSH(g_damagedbycontents, this);
1384 this.damagedbycontents = true;
1385 this.monsterdef = mon;
1386 this.event_damage = Monster_Damage;
1387 this.event_heal = Monster_Heal;
1388 settouch(this, Monster_Touch);
1389 this.use = Monster_Use;
1390 this.solid = SOLID_BBOX;
1391 set_movetype(this, MOVETYPE_WALK);
1392 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
1394 this.velocity = '0 0 0';
1395 this.moveto = this.origin;
1396 this.pos1 = this.origin;
1397 this.pos2 = this.angles;
1398 this.reset = Monster_Reset;
1399 this.netname = mon.netname;
1400 this.monster_attackfunc = mon.monster_attackfunc;
1401 this.candrop = true;
1402 this.oldtarget2 = this.target2;
1403 this.deadflag = DEAD_NO;
1404 this.spawn_time = time;
1406 this.monster_moveto = '0 0 0';
1407 this.monster_face = '0 0 0';
1408 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1410 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1411 if(!this.scale) { this.scale = 1; }
1412 if(autocvar_g_monsters_edit) { this.grab = 1; }
1413 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1414 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1415 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1417 if(autocvar_g_monsters_playerclip_collisions)
1418 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1420 if(mon.spawnflags & MONSTER_TYPE_FLY)
1422 this.flags |= FL_FLY;
1423 set_movetype(this, MOVETYPE_FLY);
1426 if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1429 setsize(this, RoundPerfectVector(mon.m_mins * this.scale), RoundPerfectVector(mon.m_maxs * this.scale));
1430 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1432 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1434 Monster_UpdateModel(this);
1436 if(!Monster_Spawn_Setup(this))
1438 Monster_Remove(this);
1444 setorigin(this, this.origin + '0 0 20');
1445 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1446 setorigin(this, trace_endpos);
1449 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1450 monster_setupcolors(this);
1452 CSQCMODEL_AUTOINIT(this);