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);
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 e.classname = "droppedweapon"; // use weapon handling to remove it on touch
59 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
64 void monster_makevectors(entity e)
70 v = e.origin + (e.mins + e.maxs) * 0.5;
71 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
72 self.v_angle_x = -self.v_angle_x;
75 makevectors(self.v_angle);
82 bool Monster_ValidTarget(entity mon, entity player)
84 // ensure we're not checking nonexistent monster/target
85 if(!mon || !player) { return false; }
88 || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
89 || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
90 || (time < game_starttime) // monsters do nothing before match has started
91 || (player.takedamage == DAMAGE_NO)
92 || (player.items & IT_INVISIBILITY)
93 || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
94 || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
95 || (mon.monster_follow == player || player.monster_follow == mon)
96 || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
97 || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
98 || (SAME_TEAM(player, mon))
100 || (player.alpha != 0 && player.alpha < 0.5)
103 // if any of the above checks fail, target is not valid
107 traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
109 if((trace_fraction < 1) && (trace_ent != player))
112 if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
113 if(mon.enemy != player)
117 makevectors (mon.angles);
118 dot = normalize (player.origin - mon.origin) * v_forward;
120 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
123 return true; // this target is valid!
126 entity Monster_FindTarget(entity mon)
128 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
130 entity head, closest_target = world;
131 head = findradius(mon.origin, mon.target_range);
133 while(head) // find the closest acceptable target to pass to
135 if(head.monster_attack)
136 if(Monster_ValidTarget(mon, head))
138 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
139 vector head_center = CENTER_OR_VIEWOFS(head);
140 vector ent_center = CENTER_OR_VIEWOFS(mon);
144 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
146 { closest_target = head; }
148 else { closest_target = head; }
154 return closest_target;
157 void monster_setupcolors(entity mon)
159 if(IS_PLAYER(mon.realowner))
160 mon.colormap = mon.realowner.colormap;
161 else if(teamplay && mon.team)
162 mon.colormap = 1024 + (mon.team - 1) * 17;
165 if(mon.monster_skill <= MONSTER_SKILL_EASY)
167 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
169 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
171 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
173 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
180 void monster_changeteam(entity ent, float newteam)
182 if(!teamplay) { return; }
185 ent.monster_attack = true; // new team, activate attacking
186 monster_setupcolors(ent);
190 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
192 ent.sprite.team = newteam;
193 ent.sprite.SendFlags |= 1;
197 void Monster_Delay_Action()
199 entity oldself = self;
201 if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
206 oldself.think = Monster_Delay_Action;
207 oldself.nextthink = time + oldself.respawn_time;
211 oldself.think = SUB_Remove;
212 oldself.nextthink = time;
216 void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
218 // deferred attacking, checks if monster is still alive and target is still valid before attacking
221 e.think = Monster_Delay_Action;
222 e.nextthink = time + defer_amnt;
223 e.count = defer_amnt;
226 e.cnt = repeat_count;
227 e.respawn_time = repeat_defer;
235 string get_monster_model_datafilename(string m, float sk, string fil)
240 m = "models/monsters/*_";
242 m = strcat(m, ftos(sk));
245 return strcat(m, ".", fil);
248 void Monster_Sound_Precache(string f)
252 fh = fopen(f, FILE_READ);
255 while((s = fgets(fh)))
257 if(tokenize_console(s) != 3)
259 LOG_TRACE("Invalid sound info line: ", s, "\n");
262 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
267 void Monster_Sounds_Precache()
269 string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
270 float globhandle, n, i;
273 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
276 n = search_getsize(globhandle);
277 for (i = 0; i < n; ++i)
279 //print(search_getfilename(globhandle, i), "\n");
280 f = search_getfilename(globhandle, i);
281 Monster_Sound_Precache(f);
283 search_end(globhandle);
286 void Monster_Sounds_Clear()
288 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
293 .string Monster_Sound_SampleField(string type)
295 GetMonsterSoundSampleField_notFound = 0;
298 #define _MSOUND(m) case #m: return monstersound_##m;
302 GetMonsterSoundSampleField_notFound = 1;
306 bool Monster_Sounds_Load(string f, int first)
311 fh = fopen(f, FILE_READ);
314 LOG_TRACE("Monster sound file not found: ", f, "\n");
317 while((s = fgets(fh)))
319 if(tokenize_console(s) != 3)
321 field = Monster_Sound_SampleField(argv(0));
322 if(GetMonsterSoundSampleField_notFound)
325 strunzone(self.(field));
326 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
332 .int skin_for_monstersound;
333 void Monster_Sounds_Update()
335 if(self.skin == self.skin_for_monstersound) { return; }
337 self.skin_for_monstersound = self.skin;
338 Monster_Sounds_Clear();
339 if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
340 Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
343 void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
345 if(!autocvar_g_monsters_sounds) { return; }
348 if(time < self.msound_delay)
350 GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
352 self.msound_delay = time + sound_delay;
356 // =======================
357 // Monster attack handlers
358 // =======================
360 float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
362 if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
364 setanim(self, anim, false, true, false);
366 if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
367 self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
369 self.attack_finished_single[0] = self.anim_finished = time + animtime;
371 monster_makevectors(targ);
373 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
375 if(trace_ent.takedamage)
376 Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
381 float Monster_Attack_Leap_Check(vector vel)
383 if(self.state && (self.flags & FL_MONSTER))
384 return false; // already attacking
385 if(!(self.flags & FL_ONGROUND))
386 return false; // not on the ground
388 return false; // called when dead?
389 if(time < self.attack_finished_single[0])
390 return false; // still attacking
392 vector old = self.velocity;
395 tracetoss(self, self);
397 if (trace_ent != self.enemy)
403 bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
405 if(!Monster_Attack_Leap_Check(vel))
408 setanim(self, anm, false, true, false);
410 if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
411 self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
413 self.attack_finished_single[0] = self.anim_finished = time + animtime;
415 if(self.flags & FL_MONSTER)
416 self.state = MONSTER_ATTACK_RANGED;
417 self.touch = touchfunc;
420 self.flags &= ~FL_ONGROUND;
425 void Monster_Attack_Check(entity e, entity targ)
427 if((e == world || targ == world)
428 || (!e.monster_attackfunc)
429 || (time < e.attack_finished_single[0])
432 float targ_vlen = vlen(targ.origin - e.origin);
434 if(targ_vlen <= e.attack_range)
436 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
437 if(attack_success == 1)
438 Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
439 else if(attack_success > 0)
443 if(targ_vlen > e.attack_range)
445 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
446 if(attack_success == 1)
447 Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
448 else if(attack_success > 0)
454 // ======================
455 // Main monster functions
456 // ======================
458 void Monster_UpdateModel()
460 // assume some defaults
461 /*self.anim_idle = animfixfps(self, '0 1 0.01', '0 0 0');
462 self.anim_walk = animfixfps(self, '1 1 0.01', '0 0 0');
463 self.anim_run = animfixfps(self, '2 1 0.01', '0 0 0');
464 self.anim_fire1 = animfixfps(self, '3 1 0.01', '0 0 0');
465 self.anim_fire2 = animfixfps(self, '4 1 0.01', '0 0 0');
466 self.anim_melee = animfixfps(self, '5 1 0.01', '0 0 0');
467 self.anim_pain1 = animfixfps(self, '6 1 0.01', '0 0 0');
468 self.anim_pain2 = animfixfps(self, '7 1 0.01', '0 0 0');
469 self.anim_die1 = animfixfps(self, '8 1 0.01', '0 0 0');
470 self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/
472 // then get the real values
473 Monster mon = get_monsterinfo(self.monsterid);
479 if(other == world) { return; }
481 if(other.monster_attack)
482 if(self.enemy != other)
483 if(!IS_MONSTER(other))
484 if(Monster_ValidTarget(self, other))
488 void Monster_Miniboss_Check()
490 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
493 float chance = random() * 100;
495 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
498 self.health += autocvar_g_monsters_miniboss_healthboost;
499 self.effects |= EF_RED;
501 self.weapon = WEP_VORTEX.m_id;
505 bool Monster_Respawn_Check()
507 if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508 if(MUTATOR_CALLHOOK(MonsterRespawn, self))
509 return true; // enabled by a mutator
511 if(self.spawnflags & MONSTERFLAG_NORESPAWN)
514 if(!autocvar_g_monsters_respawn)
520 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
522 void Monster_Dead_Fade()
524 if(Monster_Respawn_Check())
526 self.spawnflags |= MONSTERFLAG_RESPAWNED;
527 self.think = Monster_Respawn;
528 self.nextthink = time + self.respawntime;
529 self.monster_lifetime = 0;
530 self.deadflag = DEAD_RESPAWNING;
531 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
533 self.pos1 = self.origin;
534 self.pos2 = self.angles;
536 self.event_damage = func_null;
537 self.takedamage = DAMAGE_NO;
538 setorigin(self, self.pos1);
539 self.angles = self.pos2;
540 self.health = self.max_health;
541 setmodel(self, MDL_Null);
545 // number of monsters spawned with mobspawn command
548 SUB_SetFade(self, time + 3, 1);
554 if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
557 vector Monster_Move_Target(entity targ)
559 // enemy is always preferred target
562 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
563 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
564 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
566 if((self.enemy == world)
567 || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
568 || (self.enemy.frozen)
569 || (self.enemy.flags & FL_NOTARGET)
570 || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
571 || (self.enemy.takedamage == DAMAGE_NO)
572 || (vlen(self.origin - targ_origin) > self.target_range)
573 || ((trace_fraction < 1) && (trace_ent != self.enemy)))
576 self.pass_distance = 0;
581 /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
582 print("Trace origin: ", vtos(targ_origin), "\n");
583 print("Target origin: ", vtos(self.enemy.origin), "\n");
584 print("My origin: ", vtos(self.origin), "\n"); */
586 self.monster_movestate = MONSTER_MOVE_ENEMY;
587 self.last_trace = time + 1.2;
588 if(self.monster_moveto)
589 return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
594 /*makevectors(self.angles);
595 self.monster_movestate = MONSTER_MOVE_ENEMY;
596 self.last_trace = time + 1.2;
597 return self.enemy.origin; */
600 switch(self.monster_moveflags)
602 case MONSTER_MOVE_FOLLOW:
604 self.monster_movestate = MONSTER_MOVE_FOLLOW;
605 self.last_trace = time + 0.3;
606 return (self.monster_follow) ? self.monster_follow.origin : self.origin;
608 case MONSTER_MOVE_SPAWNLOC:
610 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
611 self.last_trace = time + 2;
614 case MONSTER_MOVE_NOMOVE:
616 if(self.monster_moveto)
618 self.last_trace = time + 0.5;
619 return self.monster_moveto;
623 self.monster_movestate = MONSTER_MOVE_NOMOVE;
624 self.last_trace = time + 2;
629 case MONSTER_MOVE_WANDER:
632 self.monster_movestate = MONSTER_MOVE_WANDER;
634 if(self.monster_moveto)
636 self.last_trace = time + 0.5;
637 pos = self.monster_moveto;
641 self.last_trace = time + 0.5;
646 self.last_trace = time + self.wander_delay;
648 self.angles_y = rint(random() * 500);
649 makevectors(self.angles);
650 pos = self.origin + v_forward * self.wander_distance;
652 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
654 pos.z = random() * 200;
665 void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
667 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
668 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
669 float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
670 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
673 if(current_height) // make sure we can actually do this arcing path
675 targpos = (to + ('0 0 1' * current_height));
676 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
677 if(trace_fraction < 1)
679 //print("normal arc line failed, trying to find new pos...");
680 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
681 targpos = (trace_endpos + '0 0 -10');
682 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
683 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
684 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
687 else { targpos = to; }
689 //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
691 vector desired_direction = normalize(targpos - from);
692 if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
693 else { mon.velocity = (desired_direction * movespeed); }
695 //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
696 //mon.angles = vectoangles(mon.velocity);
699 void Monster_Move(float runspeed, float walkspeed, float stpspeed)
701 if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
707 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
708 self.health = max(1, self.revive_progress * self.max_health);
709 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
711 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
712 WaypointSprite_UpdateHealth(self.sprite, self.health);
714 movelib_beak_simple(stpspeed);
715 setanim(self, self.anim_idle, true, false, false);
718 self.nextthink = time + self.ticrate;
720 if(self.revive_progress >= 1)
725 else if(self.frozen == 3)
727 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
728 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
730 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
731 WaypointSprite_UpdateHealth(self.sprite, self.health);
733 movelib_beak_simple(stpspeed);
734 setanim(self, self.anim_idle, true, false, false);
737 self.nextthink = time + self.ticrate;
743 if(self.event_damage)
744 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
747 else if ( self.revive_progress <= 0 )
753 if(self.flags & FL_SWIM)
755 if(self.waterlevel < WATERLEVEL_WETFEET)
757 if(time >= self.last_trace)
759 self.last_trace = time + 0.4;
761 Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
762 self.angles = '90 90 0';
765 self.velocity_y += random() * 50;
766 self.velocity_x -= random() * 50;
770 self.velocity_y -= random() * 50;
771 self.velocity_x += random() * 50;
773 self.velocity_z += random() * 150;
777 self.movetype = MOVETYPE_BOUNCE;
778 //self.velocity_z = -200;
782 else if(self.movetype == MOVETYPE_BOUNCE)
785 self.movetype = MOVETYPE_WALK;
789 targ = self.goalentity;
791 if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
793 || self.draggedby != world
794 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
795 || time < game_starttime
796 || (autocvar_g_campaign && !campaign_bots_may_start)
797 || time < self.spawn_time)
799 runspeed = walkspeed = 0;
800 if(time >= self.spawn_time)
801 setanim(self, self.anim_idle, true, false, false);
802 movelib_beak_simple(stpspeed);
806 targ = monster_target;
807 runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
808 walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
810 if(time < self.spider_slowness)
817 if(autocvar_g_monsters_teams)
818 if(DIFF_TEAM(self.monster_follow, self))
819 self.monster_follow = world;
821 if(time >= self.last_enemycheck)
825 self.enemy = Monster_FindTarget(self);
828 WarpZone_RefSys_Copy(self.enemy, self);
829 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
830 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
831 self.monster_moveto = '0 0 0';
832 self.monster_face = '0 0 0';
834 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)));
835 Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
839 self.last_enemycheck = time + 1; // check for enemies every second
842 if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
845 self.touch = Monster_Touch;
848 if(self.state && time >= self.attack_finished_single[0])
849 self.state = 0; // attack is over
851 if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
852 if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
853 self.moveto = Monster_Move_Target(targ);
856 Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
858 if(self.state == MONSTER_ATTACK_MELEE)
859 self.moveto = self.origin;
861 if(self.enemy && self.enemy.vehicle)
864 if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
865 self.moveto_z = self.origin_z;
867 if(vlen(self.origin - self.moveto) > 100)
869 float do_run = (self.enemy || self.monster_moveto);
870 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
871 Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
873 if(time > self.pain_finished) // TODO: use anim_finished instead!
875 if(time > self.anim_finished)
876 if(vlen(self.velocity) > 10)
877 setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
879 setanim(self, self.anim_idle, true, false, false);
883 entity e = find(world, targetname, self.target2);
885 self.target2 = e.target2;
887 self.target2 = e.target;
889 movelib_beak_simple(stpspeed);
890 if(time > self.anim_finished)
891 if(time > self.pain_finished)
893 if(vlen(self.velocity) <= 30)
894 setanim(self, self.anim_idle, true, false, false);
897 self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
899 vector real_angle = vectoangles(self.steerto) - self.angles;
901 if(self.state == MONSTER_ATTACK_MELEE)
905 turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
906 self.angles_y += turny;
909 Monster_Attack_Check(self, self.enemy);
912 void Monster_Remove(entity mon)
917 if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
918 Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
920 if(mon.weaponentity[slot]) { remove(mon.weaponentity[slot]); }
921 if(mon.iceblock) { remove(mon.iceblock); }
922 WaypointSprite_Kill(mon.sprite);
926 void Monster_Dead_Think()
928 self.nextthink = time + self.ticrate;
930 if(self.monster_lifetime != 0)
931 if(time >= self.monster_lifetime)
938 void Monster_Appear()
940 self.enemy = activator;
941 self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
942 Monster_Spawn(self.monsterid);
945 float Monster_Appear_Check(entity ent, float monster_id)
947 if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
950 ent.think = func_null;
951 ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
953 ent.use = Monster_Appear;
954 ent.flags = FL_MONSTER; // set so this monster can get butchered
961 setorigin(self, self.pos1);
962 self.angles = self.pos2;
964 Unfreeze(self); // remove any icy remains
966 self.health = self.max_health;
967 self.velocity = '0 0 0';
969 self.goalentity = world;
970 self.attack_finished_single[0] = 0;
971 self.moveto = self.origin;
974 void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
976 self.health -= damage;
978 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
980 if(self.health <= -100) // 100 health until gone?
982 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
984 // number of monsters spawned with mobspawn command
987 self.think = SUB_Remove;
988 self.nextthink = time + 0.1;
989 self.event_damage = func_null;
993 void Monster_Dead(entity attacker, float gibbed)
995 self.think = Monster_Dead_Think;
996 self.nextthink = time;
997 self.monster_lifetime = time + 5;
1001 Unfreeze(self); // remove any icy remains
1002 self.health = 0; // reset by Unfreeze
1007 Monster_Sound(monstersound_death, 0, false, CH_VOICE);
1009 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
1010 monsters_killed += 1;
1012 if(IS_PLAYER(attacker))
1013 if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
1014 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1018 // number of monsters spawned with mobspawn command
1022 self.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1023 self.solid = SOLID_CORPSE;
1024 self.takedamage = DAMAGE_AIM;
1025 self.deadflag = DEAD_DEAD;
1027 self.movetype = MOVETYPE_TOSS;
1028 self.moveto = self.origin;
1029 self.touch = Monster_Touch; // reset incase monster was pouncing
1030 self.reset = func_null;
1032 self.attack_finished_single[0] = 0;
1035 if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
1036 self.velocity = '0 0 0';
1038 CSQCModel_UnlinkEntity(self);
1040 Monster mon = get_monsterinfo(self.monsterid);
1043 if(self.candrop && self.weapon)
1044 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
1047 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1049 if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1052 if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1055 //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id)
1058 if(time < self.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1061 if(deathtype == DEATH_FALL.m_id && self.draggedby != world)
1067 v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
1072 frag_attacker = attacker;
1073 frag_deathtype = deathtype;
1074 Monster mon = get_monsterinfo(self.monsterid);
1080 self.health -= take;
1081 Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
1085 WaypointSprite_UpdateHealth(self.sprite, self.health);
1087 self.dmg_time = time;
1089 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1090 spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1092 self.velocity += force * self.damageforcescale;
1094 if(deathtype != DEATH_DROWN.m_id && take)
1096 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
1098 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
1100 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
1103 if(self.health <= 0)
1105 if(deathtype == DEATH_KILL.m_id)
1106 self.candrop = false; // killed by mobkill command
1109 activator = attacker;
1112 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
1114 Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
1116 WaypointSprite_Kill(self.sprite);
1119 MUTATOR_CALLHOOK(MonsterDies, attacker);
1121 if(self.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1123 Violence_GibSplash(self, 1, 0.5, attacker);
1125 self.think = SUB_Remove;
1126 self.nextthink = time + 0.1;
1131 // don't check for enemies, just keep walking in a straight line
1132 void Monster_Move_2D(float mspeed, float allow_jumpoff)
1134 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)
1137 if(time >= self.spawn_time)
1138 setanim(self, self.anim_idle, true, false, false);
1139 movelib_beak_simple(0.6);
1143 float reverse = FALSE;
1146 makevectors(self.angles);
1147 a = self.origin + '0 0 16';
1148 b = self.origin + '0 0 16' + v_forward * 32;
1150 traceline(a, b, MOVE_NORMAL, self);
1152 if(trace_fraction != 1.0)
1157 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1161 // TODO: fix this... tracing is broken if the floor is thin
1166 traceline(b, a, MOVE_WORLDONLY, self);
1167 if(trace_fraction == 1.0)
1173 self.angles_y = anglemods(self.angles_y - 180);
1174 makevectors(self.angles);
1177 movelib_move_simple_gravity(v_forward, mspeed, 1);
1179 if(time > self.pain_finished)
1180 if(time > self.attack_finished_single[0])
1181 if(vlen(self.velocity) > 10)
1182 setanim(self, self.anim_walk, true, false, false);
1184 setanim(self, self.anim_idle, true, false, false);
1189 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1194 // Decide on which death animation to use.
1196 deadbits = ANIMSTATE_DEAD1;
1198 deadbits = ANIMSTATE_DEAD2;
1203 // Clear a previous death animation.
1206 int animbits = deadbits;
1208 animbits |= ANIMSTATE_FROZEN;
1210 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1211 animdecide_setstate(self, animbits, false);
1212 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
1214 /* // weapon entities for monsters?
1215 if (self.weaponentity)
1217 updateanim(self.weaponentity);
1218 if (!self.weaponentity.animstate_override)
1219 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
1224 void Monster_Think()
1226 self.think = Monster_Think;
1227 self.nextthink = self.ticrate;
1229 if(self.monster_lifetime)
1230 if(time >= self.monster_lifetime)
1232 Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin);
1236 Monster mon = get_monsterinfo(self.monsterid);
1237 if(mon.mr_think(mon))
1238 Monster_Move(self.speed2, self.speed, self.stopspeed);
1242 CSQCMODEL_AUTOUPDATE(self);
1245 float Monster_Spawn_Setup()
1247 Monster mon = get_monsterinfo(self.monsterid);
1250 // ensure some basic needs are met
1251 if(!self.health) { self.health = 100; }
1252 if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
1253 if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
1254 if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
1255 if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
1256 if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
1257 if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
1259 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1261 Monster_Miniboss_Check();
1262 self.health *= MONSTER_SKILLMOD(self);
1265 self.skin = rint(random() * 4);
1268 self.max_health = self.health;
1269 self.pain_finished = self.nextthink;
1271 if(IS_PLAYER(self.monster_follow))
1272 self.effects |= EF_DIMLIGHT;
1274 if(!self.wander_delay) { self.wander_delay = 2; }
1275 if(!self.wander_distance) { self.wander_distance = 600; }
1277 Monster_Sounds_Precache();
1278 Monster_Sounds_Update();
1281 self.monster_attack = true; // we can have monster enemies in team games
1283 Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
1285 if(autocvar_g_monsters_healthbars)
1287 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
1288 wp.wp_extra = self.monsterid;
1289 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
1290 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1292 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1293 WaypointSprite_UpdateHealth(self.sprite, self.health);
1297 self.think = Monster_Think;
1298 self.nextthink = time + self.ticrate;
1300 if(MUTATOR_CALLHOOK(MonsterSpawn))
1306 bool Monster_Spawn(int mon_id)
1308 // setup the basic required properties for a monster
1309 entity mon = get_monsterinfo(mon_id);
1310 if(!mon.monsterid) { return false; } // invalid monster
1312 if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
1314 if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
1316 if(!self.monster_skill)
1317 self.monster_skill = cvar("g_monsters_skill");
1319 // support for quake style removing monsters based on skill
1320 if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
1321 if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
1322 if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
1324 if(self.team && !teamplay)
1327 if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1328 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1329 monsters_total += 1;
1331 setmodel(self, mon.m_model);
1332 self.flags = FL_MONSTER;
1333 self.classname = "monster";
1334 self.takedamage = DAMAGE_AIM;
1335 self.bot_attack = true;
1336 self.iscreature = true;
1337 self.teleportable = true;
1338 self.damagedbycontents = true;
1339 self.monsterid = mon_id;
1340 self.event_damage = Monster_Damage;
1341 self.touch = Monster_Touch;
1342 self.use = Monster_Use;
1343 self.solid = SOLID_BBOX;
1344 self.movetype = MOVETYPE_WALK;
1345 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1347 self.velocity = '0 0 0';
1348 self.moveto = self.origin;
1349 self.pos1 = self.origin;
1350 self.pos2 = self.angles;
1351 self.reset = Monster_Reset;
1352 self.netname = mon.netname;
1353 self.monster_attackfunc = mon.monster_attackfunc;
1354 self.monster_name = mon.monster_name;
1355 self.candrop = true;
1356 self.view_ofs = '0 0 0.7' * (self.maxs_z * 0.5);
1357 self.oldtarget2 = self.target2;
1358 self.pass_distance = 0;
1359 self.deadflag = DEAD_NO;
1360 self.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1361 self.spawn_time = time;
1362 self.spider_slowness = 0;
1364 self.monster_moveto = '0 0 0';
1365 self.monster_face = '0 0 0';
1366 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1368 if(!self.scale) { self.scale = 1; }
1369 if(autocvar_g_monsters_edit) { self.grab = 1; }
1370 if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
1371 if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
1372 if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
1374 if(mon.spawnflags & MONSTER_TYPE_FLY)
1376 self.flags |= FL_FLY;
1377 self.movetype = MOVETYPE_FLY;
1380 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1382 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1385 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1386 if(autocvar_g_monsters_quake_resize)
1390 setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1392 self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
1394 Monster_UpdateModel();
1396 if(!Monster_Spawn_Setup())
1398 Monster_Remove(self);
1404 setorigin(self, self.origin + '0 0 20');
1405 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1406 setorigin(self, trace_endpos);
1409 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1410 monster_setupcolors(self);
1412 CSQCMODEL_AUTOINIT(self);