1 #include "sv_monsters.qh"
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
26 void monsters_setstatus(entity this)
28 this.stat_monsters_total = monsters_total;
29 this.stat_monsters_killed = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = this.origin + ((this.mins + this.maxs) * 0.5);
38 entity e = new(droppedweapon); // use weapon handling to remove it on touch
39 e.spawnfunc_checked = true;
41 e.monster_loot = this.monster_loot;
43 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44 e = M_ARGV(1, entity);
46 if(e && e.monster_loot)
51 set_movetype(e, MOVETYPE_TOSS);
54 e.velocity = randomvec() * 175 + '0 0 325';
55 e.item_spawnshieldtime = time + 0.7;
56 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
60 void monster_makevectors(entity this, entity targ)
64 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66 this.v_angle_x = -this.v_angle_x;
69 makevectors(this.v_angle);
76 bool Monster_ValidTarget(entity this, entity targ)
78 // ensure we're not checking nonexistent monster/target
79 if(!this || !targ) { return false; }
82 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83 || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84 || (time < game_starttime) // monsters do nothing before match has started
85 || (targ.takedamage == DAMAGE_NO)
86 || (targ.items & IT_INVISIBILITY)
87 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89 || (this.monster_follow == targ || targ.monster_follow == this)
90 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92 || (SAME_TEAM(targ, this))
93 || (STAT(FROZEN, targ))
94 || (targ.alpha != 0 && targ.alpha < 0.5)
97 // if any of the above checks fail, target is not valid
101 traceline(this.origin + this.view_ofs, targ.origin, 0, this);
103 if((trace_fraction < 1) && (trace_ent != targ))
106 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
107 if(this.enemy != targ)
111 makevectors (this.angles);
112 dot = normalize (targ.origin - this.origin) * v_forward;
114 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
117 return true; // this target is valid!
120 entity Monster_FindTarget(entity mon)
122 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
124 entity closest_target = NULL;
126 // find the closest acceptable target to pass to
127 FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
129 if(Monster_ValidTarget(mon, it))
131 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132 vector head_center = CENTER_OR_VIEWOFS(it);
133 vector ent_center = CENTER_OR_VIEWOFS(mon);
137 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138 if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
139 { closest_target = it; }
141 else { closest_target = it; }
145 return closest_target;
148 void monster_setupcolors(entity mon)
150 if(IS_PLAYER(mon.realowner))
151 mon.colormap = mon.realowner.colormap;
152 else if(teamplay && mon.team)
153 mon.colormap = 1024 + (mon.team - 1) * 17;
156 if(mon.monster_skill <= MONSTER_SKILL_EASY)
158 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
160 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
162 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
164 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
171 void monster_changeteam(entity ent, float newteam)
173 if(!teamplay) { return; }
176 ent.monster_attack = true; // new team, activate attacking
177 monster_setupcolors(ent);
181 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
183 ent.sprite.team = newteam;
184 ent.sprite.SendFlags |= 1;
188 .void(entity) monster_delayedfunc;
189 void Monster_Delay_Action(entity this)
191 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
196 setthink(this, Monster_Delay_Action);
197 this.nextthink = time + this.count;
201 setthink(this, SUB_Remove);
202 this.nextthink = time;
206 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
208 // deferred attacking, checks if monster is still alive and target is still valid before attacking
211 setthink(e, Monster_Delay_Action);
212 e.nextthink = time + defer_amnt;
213 e.count = defer_amnt;
215 e.monster_delayedfunc = func;
216 e.cnt = repeat_count;
224 string get_monster_model_datafilename(string m, float sk, string fil)
229 m = "models/monsters/*_";
231 m = strcat(m, ftos(sk));
234 return strcat(m, ".", fil);
237 void Monster_Sound_Precache(string f)
241 fh = fopen(f, FILE_READ);
244 while((s = fgets(fh)))
246 if(tokenize_console(s) != 3)
248 LOG_TRACE("Invalid sound info line: ", s);
251 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
256 void Monster_Sounds_Precache(entity this)
258 string m = (Monsters_from(this.monsterid)).m_model.model_str();
259 float globhandle, n, i;
262 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
265 n = search_getsize(globhandle);
266 for (i = 0; i < n; ++i)
268 //print(search_getfilename(globhandle, i), "\n");
269 f = search_getfilename(globhandle, i);
270 Monster_Sound_Precache(f);
272 search_end(globhandle);
275 void Monster_Sounds_Clear(entity this)
277 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
282 .string Monster_Sound_SampleField(string type)
284 GetMonsterSoundSampleField_notFound = 0;
287 #define _MSOUND(m) case #m: return monstersound_##m;
291 GetMonsterSoundSampleField_notFound = 1;
295 bool Monster_Sounds_Load(entity this, string f, int first)
300 fh = fopen(f, FILE_READ);
303 LOG_TRACE("Monster sound file not found: ", f);
306 while((s = fgets(fh)))
308 if(tokenize_console(s) != 3)
310 field = Monster_Sound_SampleField(argv(0));
311 if(GetMonsterSoundSampleField_notFound)
314 strunzone(this.(field));
315 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
321 .int skin_for_monstersound;
322 void Monster_Sounds_Update(entity this)
324 if(this.skin == this.skin_for_monstersound) { return; }
326 this.skin_for_monstersound = this.skin;
327 Monster_Sounds_Clear(this);
328 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
329 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
332 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
334 if(!autocvar_g_monsters_sounds) { return; }
337 if(time < this.msound_delay)
339 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
341 this.msound_delay = time + sound_delay;
345 // =======================
346 // Monster attack handlers
347 // =======================
349 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
351 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
353 setanim(this, anim, false, true, false);
355 if(this.animstate_endtime > time && IS_MONSTER(this))
356 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
358 this.attack_finished_single[0] = this.anim_finished = time + animtime;
360 monster_makevectors(this, targ);
362 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
364 if(trace_ent.takedamage)
365 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
370 bool Monster_Attack_Leap_Check(entity this, vector vel)
372 if(this.state && IS_MONSTER(this))
373 return false; // already attacking
374 if(!IS_ONGROUND(this))
375 return false; // not on the ground
376 if(this.health <= 0 || IS_DEAD(this))
377 return false; // called when dead?
378 if(time < this.attack_finished_single[0])
379 return false; // still attacking
381 vector old = this.velocity;
384 tracetoss(this, this);
386 if (trace_ent != this.enemy)
392 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
394 if(!Monster_Attack_Leap_Check(this, vel))
397 setanim(this, anm, false, true, false);
399 if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
400 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
402 this.attack_finished_single[0] = this.anim_finished = time + animtime;
404 if(this.flags & FL_MONSTER)
405 this.state = MONSTER_ATTACK_RANGED;
406 settouch(this, touchfunc);
409 UNSET_ONGROUND(this);
414 void Monster_Attack_Check(entity this, entity targ)
416 if((this == NULL || targ == NULL)
417 || (!this.monster_attackfunc)
418 || (time < this.attack_finished_single[0])
421 if(vdist(targ.origin - this.origin, <=, this.attack_range))
423 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
424 if(attack_success == 1)
425 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
426 else if(attack_success > 0)
430 if(vdist(targ.origin - this.origin, >, this.attack_range))
432 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
433 if(attack_success == 1)
434 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
435 else if(attack_success > 0)
441 // ======================
442 // Main monster functions
443 // ======================
445 void Monster_UpdateModel(entity this)
447 // assume some defaults
448 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
449 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
450 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
451 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
452 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
453 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
454 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
455 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
456 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
457 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
459 // then get the real values
460 Monster mon = get_monsterinfo(this.monsterid);
461 mon.mr_anim(mon, this);
464 void Monster_Touch(entity this, entity toucher)
466 if(toucher == NULL) { return; }
468 if(toucher.monster_attack)
469 if(this.enemy != toucher)
470 if(!IS_MONSTER(toucher))
471 if(Monster_ValidTarget(this, toucher))
472 this.enemy = toucher;
475 void Monster_Miniboss_Check(entity this)
477 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
480 float chance = random() * 100;
482 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
483 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
485 this.health += autocvar_g_monsters_miniboss_healthboost;
486 this.effects |= EF_RED;
488 this.weapon = WEP_VORTEX.m_id;
492 bool Monster_Respawn_Check(entity this)
494 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
495 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
496 return true; // enabled by a mutator
498 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
501 if(!autocvar_g_monsters_respawn)
507 void Monster_Respawn(entity this) { Monster_Spawn(this, this.monsterid); }
511 void Monster_Dead_Fade(entity this)
513 if(Monster_Respawn_Check(this))
515 this.spawnflags |= MONSTERFLAG_RESPAWNED;
516 setthink(this, Monster_Respawn);
517 this.nextthink = time + this.respawntime;
518 this.monster_lifetime = 0;
519 this.deadflag = DEAD_RESPAWNING;
520 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
522 this.pos1 = this.origin;
523 this.pos2 = this.angles;
525 this.event_damage = func_null;
526 this.takedamage = DAMAGE_NO;
527 setorigin(this, this.pos1);
528 this.angles = this.pos2;
529 this.health = this.max_health;
530 setmodel(this, MDL_Null);
534 // number of monsters spawned with mobspawn command
537 SUB_SetFade(this, time + 3, 1);
541 void Monster_Use(entity this, entity actor, entity trigger)
543 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
546 .float pass_distance;
547 vector Monster_Move_Target(entity this, entity targ)
549 // enemy is always preferred target
552 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
553 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
554 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
556 if((this.enemy == NULL)
557 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
558 || (STAT(FROZEN, this.enemy))
559 || (this.enemy.flags & FL_NOTARGET)
560 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
561 || (this.enemy.takedamage == DAMAGE_NO)
562 || (vdist(this.origin - targ_origin, >, this.target_range))
563 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
566 this.pass_distance = 0;
571 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
572 print("Trace origin: ", vtos(targ_origin), "\n");
573 print("Target origin: ", vtos(this.enemy.origin), "\n");
574 print("My origin: ", vtos(this.origin), "\n"); */
576 this.monster_movestate = MONSTER_MOVE_ENEMY;
577 this.last_trace = time + 1.2;
578 if(this.monster_moveto)
579 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
584 /*makevectors(this.angles);
585 this.monster_movestate = MONSTER_MOVE_ENEMY;
586 this.last_trace = time + 1.2;
587 return this.enemy.origin; */
590 switch(this.monster_moveflags)
592 case MONSTER_MOVE_FOLLOW:
594 this.monster_movestate = MONSTER_MOVE_FOLLOW;
595 this.last_trace = time + 0.3;
596 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
598 case MONSTER_MOVE_SPAWNLOC:
600 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
601 this.last_trace = time + 2;
604 case MONSTER_MOVE_NOMOVE:
606 if(this.monster_moveto)
608 this.last_trace = time + 0.5;
609 return this.monster_moveto;
613 this.monster_movestate = MONSTER_MOVE_NOMOVE;
614 this.last_trace = time + 2;
619 case MONSTER_MOVE_WANDER:
622 this.monster_movestate = MONSTER_MOVE_WANDER;
624 if(this.monster_moveto)
626 this.last_trace = time + 0.5;
627 pos = this.monster_moveto;
631 this.last_trace = time + 0.5;
636 this.last_trace = time + this.wander_delay;
638 this.angles_y = rint(random() * 500);
639 makevectors(this.angles);
640 pos = this.origin + v_forward * this.wander_distance;
642 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
644 pos.z = random() * 200;
655 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
657 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
658 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
659 float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
660 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
663 if(current_height) // make sure we can actually do this arcing path
665 targpos = (to + ('0 0 1' * current_height));
666 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
667 if(trace_fraction < 1)
669 //print("normal arc line failed, trying to find new pos...");
670 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
671 targpos = (trace_endpos + '0 0 -10');
672 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
673 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
674 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
677 else { targpos = to; }
679 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
681 vector desired_direction = normalize(targpos - from);
682 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
683 else { this.velocity = (desired_direction * movespeed); }
685 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
686 //this.angles = vectoangles(this.velocity);
692 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
694 if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
698 if(STAT(FROZEN, this) == 2)
700 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
701 this.health = max(1, this.revive_progress * this.max_health);
702 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
704 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
705 WaypointSprite_UpdateHealth(this.sprite, this.health);
707 movelib_brake_simple(this, stpspeed);
708 setanim(this, this.anim_idle, true, false, false);
711 this.nextthink = time + this.ticrate;
713 if(this.revive_progress >= 1)
718 else if(STAT(FROZEN, this) == 3)
720 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
721 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
723 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
724 WaypointSprite_UpdateHealth(this.sprite, this.health);
726 movelib_brake_simple(this, stpspeed);
727 setanim(this, this.anim_idle, true, false, false);
730 this.nextthink = time + this.ticrate;
736 if(this.event_damage)
737 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
740 else if ( this.revive_progress <= 0 )
746 if(this.flags & FL_SWIM)
748 if(this.waterlevel < WATERLEVEL_WETFEET)
750 if(time >= this.last_trace)
752 this.last_trace = time + 0.4;
754 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
755 this.angles = '90 90 0';
758 this.velocity_y += random() * 50;
759 this.velocity_x -= random() * 50;
763 this.velocity_y -= random() * 50;
764 this.velocity_x += random() * 50;
766 this.velocity_z += random() * 150;
770 set_movetype(this, MOVETYPE_BOUNCE);
771 //this.velocity_z = -200;
775 else if(this.move_movetype == MOVETYPE_BOUNCE)
778 set_movetype(this, MOVETYPE_WALK);
782 targ = this.goalentity;
784 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
786 || this.draggedby != NULL
787 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
788 || time < game_starttime
789 || (autocvar_g_campaign && !campaign_bots_may_start)
790 || time < this.spawn_time)
792 runspeed = walkspeed = 0;
793 if(time >= this.spawn_time)
794 setanim(this, this.anim_idle, true, false, false);
795 movelib_brake_simple(this, stpspeed);
799 targ = M_ARGV(3, entity);
800 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
801 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
804 if(autocvar_g_monsters_teams)
805 if(DIFF_TEAM(this.monster_follow, this))
806 this.monster_follow = NULL;
808 if(time >= this.last_enemycheck)
812 this.enemy = Monster_FindTarget(this);
815 WarpZone_RefSys_Copy(this.enemy, this);
816 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
817 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
818 this.monster_moveto = '0 0 0';
819 this.monster_face = '0 0 0';
821 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)));
822 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
826 this.last_enemycheck = time + 1; // check for enemies every second
829 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
832 settouch(this, Monster_Touch);
835 if(this.state && time >= this.attack_finished_single[0])
836 this.state = 0; // attack is over
838 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
839 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
840 this.moveto = Monster_Move_Target(this, targ);
843 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
845 if(this.state == MONSTER_ATTACK_MELEE)
846 this.moveto = this.origin;
848 if(this.enemy && this.enemy.vehicle)
851 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
852 this.moveto_z = this.origin_z;
854 if(vdist(this.origin - this.moveto, >, 100))
856 float do_run = (this.enemy || this.monster_moveto);
857 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
858 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
860 if(time > this.pain_finished) // TODO: use anim_finished instead!
862 if(time > this.anim_finished)
863 if(vdist(this.velocity, >, 10))
864 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
866 setanim(this, this.anim_idle, true, false, false);
870 entity e = find(NULL, targetname, this.target2);
872 this.target2 = e.target2;
874 this.target2 = e.target;
876 movelib_brake_simple(this, stpspeed);
877 if(time > this.anim_finished)
878 if(time > this.pain_finished)
880 if(vdist(this.velocity, <=, 30))
881 setanim(this, this.anim_idle, true, false, false);
884 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
886 vector real_angle = vectoangles(this.steerto) - this.angles;
888 if(this.state == MONSTER_ATTACK_MELEE)
892 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
893 this.angles_y += turny;
896 Monster_Attack_Check(this, this.enemy);
899 void Monster_Remove(entity this)
902 return; // don't remove it?
904 if(!this) { return; }
906 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
907 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
909 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
911 .entity weaponentity = weaponentities[slot];
912 if(this.(weaponentity))
913 delete(this.(weaponentity));
915 if(this.iceblock) { delete(this.iceblock); }
916 WaypointSprite_Kill(this.sprite);
920 void Monster_Dead_Think(entity this)
922 this.nextthink = time + this.ticrate;
924 if(this.monster_lifetime != 0)
925 if(time >= this.monster_lifetime)
927 Monster_Dead_Fade(this);
932 void Monster_Appear(entity this, entity actor, entity trigger)
935 this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
936 Monster_Spawn(this, this.monsterid);
939 bool Monster_Appear_Check(entity this, int monster_id)
941 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
944 setthink(this, func_null);
945 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
947 this.use = Monster_Appear;
948 this.flags = FL_MONSTER; // set so this monster can get butchered
953 void Monster_Reset(entity this)
955 setorigin(this, this.pos1);
956 this.angles = this.pos2;
958 Unfreeze(this); // remove any icy remains
960 this.health = this.max_health;
961 this.velocity = '0 0 0';
963 this.goalentity = NULL;
964 this.attack_finished_single[0] = 0;
965 this.moveto = this.origin;
968 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
970 this.health -= damage;
972 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
974 if(this.health <= -50) // 100 health until gone?
976 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
978 // number of monsters spawned with mobspawn command
981 setthink(this, SUB_Remove);
982 this.nextthink = time + 0.1;
983 this.event_damage = func_null;
987 void Monster_Dead(entity this, entity attacker, float gibbed)
989 setthink(this, Monster_Dead_Think);
990 this.nextthink = time;
991 this.monster_lifetime = time + 5;
993 if(STAT(FROZEN, this))
995 Unfreeze(this); // remove any icy remains
996 this.health = 0; // reset by Unfreeze
999 monster_dropitem(this, attacker);
1001 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1003 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1004 monsters_killed += 1;
1006 if(IS_PLAYER(attacker))
1007 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1008 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1012 // number of monsters spawned with mobspawn command
1016 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1017 this.solid = SOLID_CORPSE;
1018 this.takedamage = DAMAGE_AIM;
1019 this.deadflag = DEAD_DEAD;
1021 set_movetype(this, MOVETYPE_TOSS);
1022 this.moveto = this.origin;
1023 settouch(this, Monster_Touch); // reset incase monster was pouncing
1024 this.reset = func_null;
1026 this.attack_finished_single[0] = 0;
1029 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1030 this.velocity = '0 0 0';
1032 CSQCModel_UnlinkEntity(this);
1034 Monster mon = get_monsterinfo(this.monsterid);
1035 mon.mr_death(mon, this);
1037 if(this.candrop && this.weapon)
1038 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1041 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1043 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1046 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1049 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1052 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1055 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1061 v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1065 Monster mon = get_monsterinfo(this.monsterid);
1066 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1070 this.health -= take;
1071 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1075 WaypointSprite_UpdateHealth(this.sprite, this.health);
1077 this.dmg_time = time;
1079 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1080 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1082 this.velocity += force * this.damageforcescale;
1084 if(deathtype != DEATH_DROWN.m_id && take)
1086 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1088 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1090 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1093 if(this.health <= 0)
1095 if(deathtype == DEATH_KILL.m_id)
1096 this.candrop = false; // killed by mobkill command
1099 SUB_UseTargets(this, attacker, this.enemy);
1100 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1102 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1104 WaypointSprite_Kill(this.sprite);
1106 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1108 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1110 Violence_GibSplash(this, 1, 0.5, attacker);
1112 setthink(this, SUB_Remove);
1113 this.nextthink = time + 0.1;
1118 // don't check for enemies, just keep walking in a straight line
1119 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1121 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)
1124 if(time >= this.spawn_time)
1125 setanim(this, this.anim_idle, true, false, false);
1126 movelib_brake_simple(this, 0.6);
1130 float reverse = false;
1133 makevectors(this.angles);
1134 a = this.origin + '0 0 16';
1135 b = this.origin + '0 0 16' + v_forward * 32;
1137 traceline(a, b, MOVE_NORMAL, this);
1139 if(trace_fraction != 1.0)
1144 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1148 // TODO: fix this... tracing is broken if the floor is thin
1153 traceline(b, a, MOVE_WORLDONLY, this);
1154 if(trace_fraction == 1.0)
1160 this.angles_y = anglemods(this.angles_y - 180);
1161 makevectors(this.angles);
1164 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1166 if(time > this.pain_finished)
1167 if(time > this.attack_finished_single[0])
1168 if(vdist(this.velocity, >, 10))
1169 setanim(this, this.anim_walk, true, false, false);
1171 setanim(this, this.anim_idle, true, false, false);
1174 void Monster_Anim(entity this)
1176 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1181 // Decide on which death animation to use.
1183 deadbits = ANIMSTATE_DEAD1;
1185 deadbits = ANIMSTATE_DEAD2;
1190 // Clear a previous death animation.
1193 int animbits = deadbits;
1194 if(STAT(FROZEN, this))
1195 animbits |= ANIMSTATE_FROZEN;
1197 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1198 animdecide_setstate(this, animbits, false);
1199 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1201 /* // weapon entities for monsters?
1202 if (this.weaponentity)
1204 updateanim(this.weaponentity);
1205 if (!this.weaponentity.animstate_override)
1206 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1211 void Monster_Think(entity this)
1213 setthink(this, Monster_Think);
1214 this.nextthink = this.ticrate;
1216 if(this.monster_lifetime)
1217 if(time >= this.monster_lifetime)
1219 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1223 Monster mon = get_monsterinfo(this.monsterid);
1224 if(mon.mr_think(mon, this))
1225 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1229 CSQCMODEL_AUTOUPDATE(this);
1232 bool Monster_Spawn_Setup(entity this)
1234 Monster mon = Monsters_from(this.monsterid);
1235 mon.mr_setup(mon, this);
1237 // ensure some basic needs are met
1238 if(!this.health) { this.health = 100; }
1239 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1240 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1241 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1242 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1243 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1244 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1246 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1248 Monster_Miniboss_Check(this);
1249 this.health *= MONSTER_SKILLMOD(this);
1252 this.skin = rint(random() * 4);
1255 this.max_health = this.health;
1256 this.pain_finished = this.nextthink;
1258 if(IS_PLAYER(this.monster_follow))
1259 this.effects |= EF_DIMLIGHT;
1261 if(!this.wander_delay) { this.wander_delay = 2; }
1262 if(!this.wander_distance) { this.wander_distance = 600; }
1264 Monster_Sounds_Precache(this);
1265 Monster_Sounds_Update(this);
1268 this.monster_attack = true; // we can have monster enemies in team games
1270 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1272 if(autocvar_g_monsters_healthbars)
1274 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1275 wp.wp_extra = this.monsterid;
1276 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1277 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1279 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1280 WaypointSprite_UpdateHealth(this.sprite, this.health);
1284 setthink(this, Monster_Think);
1285 this.nextthink = time + this.ticrate;
1287 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1293 bool Monster_Spawn(entity this, int mon_id)
1295 // setup the basic required properties for a monster
1296 entity mon = Monsters_from(mon_id);
1297 if(!mon.monsterid) { return false; } // invalid monster
1299 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1301 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1302 IL_PUSH(g_monsters, this);
1304 if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1306 if(!this.monster_skill)
1307 this.monster_skill = cvar("g_monsters_skill");
1309 // support for quake style removing monsters based on skill
1310 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1311 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1312 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1314 if(this.team && !teamplay)
1317 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1318 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1319 monsters_total += 1;
1321 setmodel(this, mon.m_model);
1322 this.flags = FL_MONSTER;
1323 this.classname = "monster";
1324 this.takedamage = DAMAGE_AIM;
1325 this.bot_attack = true;
1326 this.iscreature = true;
1327 this.teleportable = true;
1328 this.damagedbycontents = true;
1329 this.monsterid = mon_id;
1330 this.event_damage = Monster_Damage;
1331 settouch(this, Monster_Touch);
1332 this.use = Monster_Use;
1333 this.solid = SOLID_BBOX;
1334 set_movetype(this, MOVETYPE_WALK);
1335 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1337 this.velocity = '0 0 0';
1338 this.moveto = this.origin;
1339 this.pos1 = this.origin;
1340 this.pos2 = this.angles;
1341 this.reset = Monster_Reset;
1342 this.netname = mon.netname;
1343 this.monster_attackfunc = mon.monster_attackfunc;
1344 this.monster_name = mon.monster_name;
1345 this.candrop = true;
1346 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1347 this.oldtarget2 = this.target2;
1348 this.pass_distance = 0;
1349 this.deadflag = DEAD_NO;
1350 this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1351 this.spawn_time = time;
1353 this.monster_moveto = '0 0 0';
1354 this.monster_face = '0 0 0';
1355 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1357 if(!this.scale) { this.scale = 1; }
1358 if(autocvar_g_monsters_edit) { this.grab = 1; }
1359 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1360 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1361 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1363 if(autocvar_g_playerclip_collisions)
1364 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1366 if(mon.spawnflags & MONSTER_TYPE_FLY)
1368 this.flags |= FL_FLY;
1369 set_movetype(this, MOVETYPE_FLY);
1372 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1374 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1377 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1378 if(autocvar_g_monsters_quake_resize)
1382 setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1384 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1386 Monster_UpdateModel(this);
1388 if(!Monster_Spawn_Setup(this))
1390 Monster_Remove(this);
1396 setorigin(this, this.origin + '0 0 20');
1397 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1398 setorigin(this, trace_endpos);
1401 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1402 monster_setupcolors(this);
1404 CSQCMODEL_AUTOINIT(this);