4 #include "../../lib/warpzone/common.qh"
5 #include "../constants.qh"
9 #include "sv_monsters.qh"
10 #include "../weapons/all.qh"
11 #include "../../server/autocvars.qh"
12 #include "../../server/defs.qh"
13 #include "../deathtypes/all.qh"
14 #include "../../server/mutators/all.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/common.qh"
21 #include "../../server/command/cmd.qh"
22 #include "../triggers/triggers.qh"
23 #include "../../lib/csqcmodel/sv_model.qh"
24 #include "../../server/round_handler.qh"
27 void monsters_setstatus()
29 self.stat_monsters_total = monsters_total;
30 self.stat_monsters_killed = monsters_killed;
33 void monster_dropitem()
35 if(!self.candrop || !self.monster_loot)
38 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
39 entity e = new(droppedweapon); // use weapon handling to remove it on touch
40 e.spawnfunc_checked = true;
42 e.monster_loot = self.monster_loot;
44 MUTATOR_CALLHOOK(MonsterDropItem, e);
47 if(e && e.monster_loot)
53 e.movetype = MOVETYPE_TOSS;
56 e.velocity = randomvec() * 175 + '0 0 325';
57 e.item_spawnshieldtime = time + 0.7;
58 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
63 void monster_makevectors(entity e)
69 v = e.origin + (e.mins + e.maxs) * 0.5;
70 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
71 self.v_angle_x = -self.v_angle_x;
74 makevectors(self.v_angle);
81 bool Monster_ValidTarget(entity mon, entity player)
83 // ensure we're not checking nonexistent monster/target
84 if(!mon || !player) { return false; }
87 || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
88 || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
89 || (time < game_starttime) // monsters do nothing before match has started
90 || (player.takedamage == DAMAGE_NO)
91 || (player.items & IT_INVISIBILITY)
92 || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
93 || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
94 || (mon.monster_follow == player || player.monster_follow == mon)
95 || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
96 || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
97 || (SAME_TEAM(player, mon))
99 || (player.alpha != 0 && player.alpha < 0.5)
102 // if any of the above checks fail, target is not valid
106 traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
108 if((trace_fraction < 1) && (trace_ent != player))
111 if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
112 if(mon.enemy != player)
116 makevectors (mon.angles);
117 dot = normalize (player.origin - mon.origin) * v_forward;
119 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
122 return true; // this target is valid!
125 entity Monster_FindTarget(entity mon)
127 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
129 entity head, closest_target = world;
130 head = findradius(mon.origin, mon.target_range);
132 while(head) // find the closest acceptable target to pass to
134 if(head.monster_attack)
135 if(Monster_ValidTarget(mon, head))
137 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138 vector head_center = CENTER_OR_VIEWOFS(head);
139 vector ent_center = CENTER_OR_VIEWOFS(mon);
143 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
144 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
145 { closest_target = head; }
147 else { closest_target = head; }
153 return closest_target;
156 void monster_setupcolors(entity mon)
158 if(IS_PLAYER(mon.realowner))
159 mon.colormap = mon.realowner.colormap;
160 else if(teamplay && mon.team)
161 mon.colormap = 1024 + (mon.team - 1) * 17;
164 if(mon.monster_skill <= MONSTER_SKILL_EASY)
166 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
168 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
170 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
172 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
179 void monster_changeteam(entity ent, float newteam)
181 if(!teamplay) { return; }
184 ent.monster_attack = true; // new team, activate attacking
185 monster_setupcolors(ent);
189 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
191 ent.sprite.team = newteam;
192 ent.sprite.SendFlags |= 1;
196 void Monster_Delay_Action()
198 entity oldself = self;
200 if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
205 oldself.think = Monster_Delay_Action;
206 oldself.nextthink = time + oldself.respawn_time;
210 oldself.think = SUB_Remove;
211 oldself.nextthink = time;
215 void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
217 // deferred attacking, checks if monster is still alive and target is still valid before attacking
220 e.think = Monster_Delay_Action;
221 e.nextthink = time + defer_amnt;
222 e.count = defer_amnt;
225 e.cnt = repeat_count;
226 e.respawn_time = repeat_defer;
234 string get_monster_model_datafilename(string m, float sk, string fil)
239 m = "models/monsters/*_";
241 m = strcat(m, ftos(sk));
244 return strcat(m, ".", fil);
247 void Monster_Sound_Precache(string f)
251 fh = fopen(f, FILE_READ);
254 while((s = fgets(fh)))
256 if(tokenize_console(s) != 3)
258 LOG_TRACE("Invalid sound info line: ", s, "\n");
261 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
266 void Monster_Sounds_Precache()
268 string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
269 float globhandle, n, i;
272 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
275 n = search_getsize(globhandle);
276 for (i = 0; i < n; ++i)
278 //print(search_getfilename(globhandle, i), "\n");
279 f = search_getfilename(globhandle, i);
280 Monster_Sound_Precache(f);
282 search_end(globhandle);
285 void Monster_Sounds_Clear()
287 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
292 .string Monster_Sound_SampleField(string type)
294 GetMonsterSoundSampleField_notFound = 0;
297 #define _MSOUND(m) case #m: return monstersound_##m;
301 GetMonsterSoundSampleField_notFound = 1;
305 bool Monster_Sounds_Load(string f, int first)
310 fh = fopen(f, FILE_READ);
313 LOG_TRACE("Monster sound file not found: ", f, "\n");
316 while((s = fgets(fh)))
318 if(tokenize_console(s) != 3)
320 field = Monster_Sound_SampleField(argv(0));
321 if(GetMonsterSoundSampleField_notFound)
324 strunzone(self.(field));
325 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
331 .int skin_for_monstersound;
332 void Monster_Sounds_Update()
334 if(self.skin == self.skin_for_monstersound) { return; }
336 self.skin_for_monstersound = self.skin;
337 Monster_Sounds_Clear();
338 if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
339 Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
342 void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
344 if(!autocvar_g_monsters_sounds) { return; }
347 if(time < self.msound_delay)
349 _GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND, false);
351 self.msound_delay = time + sound_delay;
355 // =======================
356 // Monster attack handlers
357 // =======================
359 float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
361 if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
363 setanim(self, anim, false, true, false);
365 if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
366 self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
368 self.attack_finished_single[0] = self.anim_finished = time + animtime;
370 monster_makevectors(targ);
372 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
374 if(trace_ent.takedamage)
375 Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
380 float Monster_Attack_Leap_Check(vector vel)
382 if(self.state && (self.flags & FL_MONSTER))
383 return false; // already attacking
384 if(!(self.flags & FL_ONGROUND))
385 return false; // not on the ground
387 return false; // called when dead?
388 if(time < self.attack_finished_single[0])
389 return false; // still attacking
391 vector old = self.velocity;
394 tracetoss(self, self);
396 if (trace_ent != self.enemy)
402 bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
404 if(!Monster_Attack_Leap_Check(vel))
407 setanim(self, anm, false, true, false);
409 if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
410 self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
412 self.attack_finished_single[0] = self.anim_finished = time + animtime;
414 if(self.flags & FL_MONSTER)
415 self.state = MONSTER_ATTACK_RANGED;
416 self.touch = touchfunc;
419 self.flags &= ~FL_ONGROUND;
424 void Monster_Attack_Check(entity e, entity targ)
426 if((e == world || targ == world)
427 || (!e.monster_attackfunc)
428 || (time < e.attack_finished_single[0])
431 float targ_vlen = vlen(targ.origin - e.origin);
433 if(targ_vlen <= e.attack_range)
435 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
436 if(attack_success == 1)
437 Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
438 else if(attack_success > 0)
442 if(targ_vlen > e.attack_range)
444 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
445 if(attack_success == 1)
446 Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
447 else if(attack_success > 0)
453 // ======================
454 // Main monster functions
455 // ======================
457 void Monster_UpdateModel()
459 // assume some defaults
460 /*self.anim_idle = animfixfps(self, '0 1 0.01', '0 0 0');
461 self.anim_walk = animfixfps(self, '1 1 0.01', '0 0 0');
462 self.anim_run = animfixfps(self, '2 1 0.01', '0 0 0');
463 self.anim_fire1 = animfixfps(self, '3 1 0.01', '0 0 0');
464 self.anim_fire2 = animfixfps(self, '4 1 0.01', '0 0 0');
465 self.anim_melee = animfixfps(self, '5 1 0.01', '0 0 0');
466 self.anim_pain1 = animfixfps(self, '6 1 0.01', '0 0 0');
467 self.anim_pain2 = animfixfps(self, '7 1 0.01', '0 0 0');
468 self.anim_die1 = animfixfps(self, '8 1 0.01', '0 0 0');
469 self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/
471 // then get the real values
472 Monster mon = get_monsterinfo(self.monsterid);
478 if(other == world) { return; }
480 if(other.monster_attack)
481 if(self.enemy != other)
482 if(!IS_MONSTER(other))
483 if(Monster_ValidTarget(self, other))
487 void Monster_Miniboss_Check()
489 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
492 float chance = random() * 100;
494 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
495 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
497 self.health += autocvar_g_monsters_miniboss_healthboost;
498 self.effects |= EF_RED;
500 self.weapon = WEP_VORTEX.m_id;
504 bool Monster_Respawn_Check()
506 if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
507 if(MUTATOR_CALLHOOK(MonsterRespawn, self))
508 return true; // enabled by a mutator
510 if(self.spawnflags & MONSTERFLAG_NORESPAWN)
513 if(!autocvar_g_monsters_respawn)
519 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
521 void Monster_Dead_Fade()
523 if(Monster_Respawn_Check())
525 self.spawnflags |= MONSTERFLAG_RESPAWNED;
526 self.think = Monster_Respawn;
527 self.nextthink = time + self.respawntime;
528 self.monster_lifetime = 0;
529 self.deadflag = DEAD_RESPAWNING;
530 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
532 self.pos1 = self.origin;
533 self.pos2 = self.angles;
535 self.event_damage = func_null;
536 self.takedamage = DAMAGE_NO;
537 setorigin(self, self.pos1);
538 self.angles = self.pos2;
539 self.health = self.max_health;
540 setmodel(self, MDL_Null);
544 // number of monsters spawned with mobspawn command
547 SUB_SetFade(self, time + 3, 1);
553 if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
556 vector Monster_Move_Target(entity targ)
558 // enemy is always preferred target
561 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
562 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
563 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
565 if((self.enemy == world)
566 || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
567 || (self.enemy.frozen)
568 || (self.enemy.flags & FL_NOTARGET)
569 || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
570 || (self.enemy.takedamage == DAMAGE_NO)
571 || (vlen(self.origin - targ_origin) > self.target_range)
572 || ((trace_fraction < 1) && (trace_ent != self.enemy)))
575 self.pass_distance = 0;
580 /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
581 print("Trace origin: ", vtos(targ_origin), "\n");
582 print("Target origin: ", vtos(self.enemy.origin), "\n");
583 print("My origin: ", vtos(self.origin), "\n"); */
585 self.monster_movestate = MONSTER_MOVE_ENEMY;
586 self.last_trace = time + 1.2;
587 if(self.monster_moveto)
588 return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
593 /*makevectors(self.angles);
594 self.monster_movestate = MONSTER_MOVE_ENEMY;
595 self.last_trace = time + 1.2;
596 return self.enemy.origin; */
599 switch(self.monster_moveflags)
601 case MONSTER_MOVE_FOLLOW:
603 self.monster_movestate = MONSTER_MOVE_FOLLOW;
604 self.last_trace = time + 0.3;
605 return (self.monster_follow) ? self.monster_follow.origin : self.origin;
607 case MONSTER_MOVE_SPAWNLOC:
609 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
610 self.last_trace = time + 2;
613 case MONSTER_MOVE_NOMOVE:
615 if(self.monster_moveto)
617 self.last_trace = time + 0.5;
618 return self.monster_moveto;
622 self.monster_movestate = MONSTER_MOVE_NOMOVE;
623 self.last_trace = time + 2;
628 case MONSTER_MOVE_WANDER:
631 self.monster_movestate = MONSTER_MOVE_WANDER;
633 if(self.monster_moveto)
635 self.last_trace = time + 0.5;
636 pos = self.monster_moveto;
640 self.last_trace = time + 0.5;
645 self.last_trace = time + self.wander_delay;
647 self.angles_y = rint(random() * 500);
648 makevectors(self.angles);
649 pos = self.origin + v_forward * self.wander_distance;
651 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
653 pos.z = random() * 200;
664 void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
666 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
667 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
668 float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
669 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
672 if(current_height) // make sure we can actually do this arcing path
674 targpos = (to + ('0 0 1' * current_height));
675 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
676 if(trace_fraction < 1)
678 //print("normal arc line failed, trying to find new pos...");
679 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
680 targpos = (trace_endpos + '0 0 -10');
681 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
682 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
683 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
686 else { targpos = to; }
688 //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
690 vector desired_direction = normalize(targpos - from);
691 if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
692 else { mon.velocity = (desired_direction * movespeed); }
694 //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
695 //mon.angles = vectoangles(mon.velocity);
698 void Monster_Move(float runspeed, float walkspeed, float stpspeed)
700 if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
706 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
707 self.health = max(1, self.revive_progress * self.max_health);
708 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
710 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
711 WaypointSprite_UpdateHealth(self.sprite, self.health);
713 movelib_beak_simple(stpspeed);
714 setanim(self, self.anim_idle, true, false, false);
717 self.nextthink = time + self.ticrate;
719 if(self.revive_progress >= 1)
724 else if(self.frozen == 3)
726 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
727 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
729 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
730 WaypointSprite_UpdateHealth(self.sprite, self.health);
732 movelib_beak_simple(stpspeed);
733 setanim(self, self.anim_idle, true, false, false);
736 self.nextthink = time + self.ticrate;
742 if(self.event_damage)
743 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
746 else if ( self.revive_progress <= 0 )
752 if(self.flags & FL_SWIM)
754 if(self.waterlevel < WATERLEVEL_WETFEET)
756 if(time >= self.last_trace)
758 self.last_trace = time + 0.4;
760 Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
761 self.angles = '90 90 0';
764 self.velocity_y += random() * 50;
765 self.velocity_x -= random() * 50;
769 self.velocity_y -= random() * 50;
770 self.velocity_x += random() * 50;
772 self.velocity_z += random() * 150;
776 self.movetype = MOVETYPE_BOUNCE;
777 //self.velocity_z = -200;
781 else if(self.movetype == MOVETYPE_BOUNCE)
784 self.movetype = MOVETYPE_WALK;
788 targ = self.goalentity;
790 if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
792 || self.draggedby != world
793 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
794 || time < game_starttime
795 || (autocvar_g_campaign && !campaign_bots_may_start)
796 || time < self.spawn_time)
798 runspeed = walkspeed = 0;
799 if(time >= self.spawn_time)
800 setanim(self, self.anim_idle, true, false, false);
801 movelib_beak_simple(stpspeed);
805 targ = monster_target;
806 runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
807 walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
809 if(time < self.spider_slowness)
816 if(autocvar_g_monsters_teams)
817 if(DIFF_TEAM(self.monster_follow, self))
818 self.monster_follow = world;
820 if(time >= self.last_enemycheck)
824 self.enemy = Monster_FindTarget(self);
827 WarpZone_RefSys_Copy(self.enemy, self);
828 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
829 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
830 self.monster_moveto = '0 0 0';
831 self.monster_face = '0 0 0';
833 self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' * self.origin_x) + ('0 1 0' * self.origin_y)));
834 Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
838 self.last_enemycheck = time + 1; // check for enemies every second
841 if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
844 self.touch = Monster_Touch;
847 if(self.state && time >= self.attack_finished_single[0])
848 self.state = 0; // attack is over
850 if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
851 if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
852 self.moveto = Monster_Move_Target(targ);
855 Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
857 if(self.state == MONSTER_ATTACK_MELEE)
858 self.moveto = self.origin;
860 if(self.enemy && self.enemy.vehicle)
863 if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
864 self.moveto_z = self.origin_z;
866 if(vlen(self.origin - self.moveto) > 100)
868 float do_run = (self.enemy || self.monster_moveto);
869 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
870 Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
872 if(time > self.pain_finished) // TODO: use anim_finished instead!
874 if(time > self.anim_finished)
875 if(vlen(self.velocity) > 10)
876 setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
878 setanim(self, self.anim_idle, true, false, false);
882 entity e = find(world, targetname, self.target2);
884 self.target2 = e.target2;
886 self.target2 = e.target;
888 movelib_beak_simple(stpspeed);
889 if(time > self.anim_finished)
890 if(time > self.pain_finished)
892 if(vlen(self.velocity) <= 30)
893 setanim(self, self.anim_idle, true, false, false);
896 self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
898 vector real_angle = vectoangles(self.steerto) - self.angles;
900 if(self.state == MONSTER_ATTACK_MELEE)
904 turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
905 self.angles_y += turny;
908 Monster_Attack_Check(self, self.enemy);
911 void Monster_Remove(entity mon)
913 .entity weaponentity = weaponentities[0];
916 if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
917 Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
919 if(mon.(weaponentity)) { remove(mon.(weaponentity)); }
920 if(mon.iceblock) { remove(mon.iceblock); }
921 WaypointSprite_Kill(mon.sprite);
925 void Monster_Dead_Think()
927 self.nextthink = time + self.ticrate;
929 if(self.monster_lifetime != 0)
930 if(time >= self.monster_lifetime)
937 void Monster_Appear()
939 self.enemy = activator;
940 self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
941 Monster_Spawn(self.monsterid);
944 float Monster_Appear_Check(entity ent, float monster_id)
946 if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
949 ent.think = func_null;
950 ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
952 ent.use = Monster_Appear;
953 ent.flags = FL_MONSTER; // set so this monster can get butchered
960 setorigin(self, self.pos1);
961 self.angles = self.pos2;
963 Unfreeze(self); // remove any icy remains
965 self.health = self.max_health;
966 self.velocity = '0 0 0';
968 self.goalentity = world;
969 self.attack_finished_single[0] = 0;
970 self.moveto = self.origin;
973 void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
975 self.health -= damage;
977 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
979 if(self.health <= -100) // 100 health until gone?
981 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
983 // number of monsters spawned with mobspawn command
986 self.think = SUB_Remove;
987 self.nextthink = time + 0.1;
988 self.event_damage = func_null;
992 void Monster_Dead(entity attacker, float gibbed)
994 self.think = Monster_Dead_Think;
995 self.nextthink = time;
996 self.monster_lifetime = time + 5;
1000 Unfreeze(self); // remove any icy remains
1001 self.health = 0; // reset by Unfreeze
1006 Monster_Sound(monstersound_death, 0, false, CH_VOICE);
1008 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
1009 monsters_killed += 1;
1011 if(IS_PLAYER(attacker))
1012 if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
1013 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1017 // number of monsters spawned with mobspawn command
1021 self.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1022 self.solid = SOLID_CORPSE;
1023 self.takedamage = DAMAGE_AIM;
1024 self.deadflag = DEAD_DEAD;
1026 self.movetype = MOVETYPE_TOSS;
1027 self.moveto = self.origin;
1028 self.touch = Monster_Touch; // reset incase monster was pouncing
1029 self.reset = func_null;
1031 self.attack_finished_single[0] = 0;
1034 if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
1035 self.velocity = '0 0 0';
1037 CSQCModel_UnlinkEntity(self);
1039 Monster mon = get_monsterinfo(self.monsterid);
1042 if(self.candrop && self.weapon)
1043 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
1046 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1048 if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1051 if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1054 //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id)
1057 if(time < self.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1060 if(deathtype == DEATH_FALL.m_id && self.draggedby != world)
1066 v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
1071 frag_attacker = attacker;
1072 frag_deathtype = deathtype;
1073 Monster mon = get_monsterinfo(self.monsterid);
1079 self.health -= take;
1080 Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
1084 WaypointSprite_UpdateHealth(self.sprite, self.health);
1086 self.dmg_time = time;
1088 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1089 spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1091 self.velocity += force * self.damageforcescale;
1093 if(deathtype != DEATH_DROWN.m_id && take)
1095 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
1097 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
1099 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
1102 if(self.health <= 0)
1104 if(deathtype == DEATH_KILL.m_id)
1105 self.candrop = false; // killed by mobkill command
1108 activator = attacker;
1111 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
1113 Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
1115 WaypointSprite_Kill(self.sprite);
1118 MUTATOR_CALLHOOK(MonsterDies, attacker);
1120 if(self.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1122 Violence_GibSplash(self, 1, 0.5, attacker);
1124 self.think = SUB_Remove;
1125 self.nextthink = time + 0.1;
1130 // don't check for enemies, just keep walking in a straight line
1131 void Monster_Move_2D(float mspeed, float allow_jumpoff)
1133 if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
1136 if(time >= self.spawn_time)
1137 setanim(self, self.anim_idle, true, false, false);
1138 movelib_beak_simple(0.6);
1142 float reverse = FALSE;
1145 makevectors(self.angles);
1146 a = self.origin + '0 0 16';
1147 b = self.origin + '0 0 16' + v_forward * 32;
1149 traceline(a, b, MOVE_NORMAL, self);
1151 if(trace_fraction != 1.0)
1156 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1160 // TODO: fix this... tracing is broken if the floor is thin
1165 traceline(b, a, MOVE_WORLDONLY, self);
1166 if(trace_fraction == 1.0)
1172 self.angles_y = anglemods(self.angles_y - 180);
1173 makevectors(self.angles);
1176 movelib_move_simple_gravity(v_forward, mspeed, 1);
1178 if(time > self.pain_finished)
1179 if(time > self.attack_finished_single[0])
1180 if(vlen(self.velocity) > 10)
1181 setanim(self, self.anim_walk, true, false, false);
1183 setanim(self, self.anim_idle, true, false, false);
1188 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1193 // Decide on which death animation to use.
1195 deadbits = ANIMSTATE_DEAD1;
1197 deadbits = ANIMSTATE_DEAD2;
1202 // Clear a previous death animation.
1205 int animbits = deadbits;
1207 animbits |= ANIMSTATE_FROZEN;
1209 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1210 animdecide_setstate(self, animbits, false);
1211 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
1213 /* // weapon entities for monsters?
1214 if (self.weaponentity)
1216 updateanim(self.weaponentity);
1217 if (!self.weaponentity.animstate_override)
1218 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
1223 void Monster_Think()
1225 self.think = Monster_Think;
1226 self.nextthink = self.ticrate;
1228 if(self.monster_lifetime)
1229 if(time >= self.monster_lifetime)
1231 Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin);
1235 Monster mon = get_monsterinfo(self.monsterid);
1236 if(mon.mr_think(mon))
1237 Monster_Move(self.speed2, self.speed, self.stopspeed);
1241 CSQCMODEL_AUTOUPDATE(self);
1244 float Monster_Spawn_Setup()
1246 Monster mon = get_monsterinfo(self.monsterid);
1249 // ensure some basic needs are met
1250 if(!self.health) { self.health = 100; }
1251 if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
1252 if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
1253 if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
1254 if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
1255 if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
1256 if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
1258 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1260 Monster_Miniboss_Check();
1261 self.health *= MONSTER_SKILLMOD(self);
1264 self.skin = rint(random() * 4);
1267 self.max_health = self.health;
1268 self.pain_finished = self.nextthink;
1270 if(IS_PLAYER(self.monster_follow))
1271 self.effects |= EF_DIMLIGHT;
1273 if(!self.wander_delay) { self.wander_delay = 2; }
1274 if(!self.wander_distance) { self.wander_distance = 600; }
1276 Monster_Sounds_Precache();
1277 Monster_Sounds_Update();
1280 self.monster_attack = true; // we can have monster enemies in team games
1282 Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
1284 if(autocvar_g_monsters_healthbars)
1286 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
1287 wp.wp_extra = self.monsterid;
1288 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
1289 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1291 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1292 WaypointSprite_UpdateHealth(self.sprite, self.health);
1296 self.think = Monster_Think;
1297 self.nextthink = time + self.ticrate;
1299 if(MUTATOR_CALLHOOK(MonsterSpawn))
1305 bool Monster_Spawn(int mon_id)
1307 // setup the basic required properties for a monster
1308 entity mon = get_monsterinfo(mon_id);
1309 if(!mon.monsterid) { return false; } // invalid monster
1311 if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
1313 if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
1315 if(!self.monster_skill)
1316 self.monster_skill = cvar("g_monsters_skill");
1318 // support for quake style removing monsters based on skill
1319 if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
1320 if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
1321 if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
1323 if(self.team && !teamplay)
1326 if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1327 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1328 monsters_total += 1;
1330 setmodel(self, mon.m_model);
1331 self.flags = FL_MONSTER;
1332 self.classname = "monster";
1333 self.takedamage = DAMAGE_AIM;
1334 self.bot_attack = true;
1335 self.iscreature = true;
1336 self.teleportable = true;
1337 self.damagedbycontents = true;
1338 self.monsterid = mon_id;
1339 self.event_damage = Monster_Damage;
1340 self.touch = Monster_Touch;
1341 self.use = Monster_Use;
1342 self.solid = SOLID_BBOX;
1343 self.movetype = MOVETYPE_WALK;
1344 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1346 self.velocity = '0 0 0';
1347 self.moveto = self.origin;
1348 self.pos1 = self.origin;
1349 self.pos2 = self.angles;
1350 self.reset = Monster_Reset;
1351 self.netname = mon.netname;
1352 self.monster_attackfunc = mon.monster_attackfunc;
1353 self.monster_name = mon.monster_name;
1354 self.candrop = true;
1355 self.view_ofs = '0 0 0.7' * (self.maxs_z * 0.5);
1356 self.oldtarget2 = self.target2;
1357 self.pass_distance = 0;
1358 self.deadflag = DEAD_NO;
1359 self.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1360 self.spawn_time = time;
1361 self.spider_slowness = 0;
1363 self.monster_moveto = '0 0 0';
1364 self.monster_face = '0 0 0';
1365 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1367 if(!self.scale) { self.scale = 1; }
1368 if(autocvar_g_monsters_edit) { self.grab = 1; }
1369 if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
1370 if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
1371 if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
1373 if(mon.spawnflags & MONSTER_TYPE_FLY)
1375 self.flags |= FL_FLY;
1376 self.movetype = MOVETYPE_FLY;
1379 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1381 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1384 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1385 if(autocvar_g_monsters_quake_resize)
1389 setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1391 self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
1393 Monster_UpdateModel();
1395 if(!Monster_Spawn_Setup())
1397 Monster_Remove(self);
1403 setorigin(self, self.origin + '0 0 20');
1404 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1405 setorigin(self, trace_endpos);
1408 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1409 monster_setupcolors(self);
1411 CSQCMODEL_AUTOINIT(self);