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 STAT(MONSTERS_TOTAL, this) = monsters_total;
29 STAT(MONSTERS_KILLED, this) = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
39 Item_SetLoot(e, true);
40 e.spawnfunc_checked = true;
42 e.monster_loot = this.monster_loot;
44 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
45 e = M_ARGV(1, entity);
47 if(e && e.monster_loot)
50 StartItem(e, e.monster_loot);
53 e.velocity = randomvec() * 175 + '0 0 325';
54 e.item_spawnshieldtime = time + 0.7;
55 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
59 void monster_makevectors(entity this, entity targ)
63 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
64 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
65 this.v_angle_x = -this.v_angle_x;
68 makevectors(this.v_angle);
75 bool Monster_ValidTarget(entity this, entity targ)
77 // ensure we're not checking nonexistent monster/target
78 if(!this || !targ) { return false; }
81 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
82 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
83 || (time < game_starttime) // monsters do nothing before match has started
84 || (targ.takedamage == DAMAGE_NO)
85 || (targ.items & IT_INVISIBILITY)
86 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
88 || (this.monster_follow == targ || targ.monster_follow == this)
89 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91 || (SAME_TEAM(targ, this))
92 || (STAT(FROZEN, targ))
93 || (targ.alpha != 0 && targ.alpha < 0.5)
94 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
97 // if any of the above checks fail, target is not valid
101 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1 && trace_ent != targ)
105 return false; // solid
107 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108 if(this.enemy != targ)
110 makevectors (this.angles);
111 float dot = normalize (targ.origin - this.origin) * v_forward;
113 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116 return true; // this target is valid!
119 entity Monster_FindTarget(entity this)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123 entity closest_target = NULL;
124 vector my_center = CENTER_OR_VIEWOFS(this);
126 // find the closest acceptable target to pass to
127 IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
129 if(Monster_ValidTarget(this, it))
131 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132 vector targ_center = CENTER_OR_VIEWOFS(it);
136 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138 { closest_target = it; }
140 else { closest_target = it; }
144 return closest_target;
147 void monster_setupcolors(entity this)
149 if(IS_PLAYER(this.realowner))
150 this.colormap = this.realowner.colormap;
151 else if(teamplay && this.team)
152 this.colormap = 1024 + (this.team - 1) * 17;
155 if(this.monster_skill <= MONSTER_SKILL_EASY)
156 this.colormap = 1029;
157 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158 this.colormap = 1027;
159 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160 this.colormap = 1038;
161 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162 this.colormap = 1028;
163 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164 this.colormap = 1032;
166 this.colormap = 1024;
170 void monster_changeteam(entity this, int newteam)
172 if(!teamplay) { return; }
175 if(!this.monster_attack)
176 IL_PUSH(g_monster_targets, this);
177 this.monster_attack = true; // new team, activate attacking
178 monster_setupcolors(this);
182 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
184 this.sprite.team = newteam;
185 this.sprite.SendFlags |= 1;
189 .void(entity) monster_delayedfunc;
190 void Monster_Delay_Action(entity this)
192 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
197 setthink(this, Monster_Delay_Action);
198 this.nextthink = time + this.count;
202 setthink(this, SUB_Remove);
203 this.nextthink = time;
207 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
209 // deferred attacking, checks if monster is still alive and target is still valid before attacking
212 setthink(e, Monster_Delay_Action);
213 e.nextthink = time + defer_amnt;
214 e.count = defer_amnt;
216 e.monster_delayedfunc = func;
217 e.cnt = repeat_count;
225 string get_monster_model_datafilename(string m, float sk, string fil)
230 m = "models/monsters/*_";
232 m = strcat(m, ftos(sk));
235 return strcat(m, ".", fil);
238 void Monster_Sound_Precache(string f)
242 fh = fopen(f, FILE_READ);
245 while((s = fgets(fh)))
247 if(tokenize_console(s) != 3)
249 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
252 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
257 void Monster_Sounds_Precache(entity this)
259 string m = (Monsters_from(this.monsterid)).m_model.model_str();
260 float globhandle, n, i;
263 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
266 n = search_getsize(globhandle);
267 for (i = 0; i < n; ++i)
269 //print(search_getfilename(globhandle, i), "\n");
270 f = search_getfilename(globhandle, i);
271 Monster_Sound_Precache(f);
273 search_end(globhandle);
276 void Monster_Sounds_Clear(entity this)
278 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
283 .string Monster_Sound_SampleField(string type)
285 GetMonsterSoundSampleField_notFound = 0;
288 #define _MSOUND(m) case #m: return monstersound_##m;
292 GetMonsterSoundSampleField_notFound = 1;
296 bool Monster_Sounds_Load(entity this, string f, int first)
300 float fh = fopen(f, FILE_READ);
303 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
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, bool 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 && IS_MONSTER(this))
400 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
402 this.attack_finished_single[0] = this.anim_finished = time + animtime;
405 this.state = MONSTER_ATTACK_RANGED;
406 settouch(this, touchfunc);
409 UNSET_ONGROUND(this);
414 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
416 int slot = weaponslot(weaponentity);
419 || (!this.monster_attackfunc)
420 || (time < this.attack_finished_single[slot])
423 if(vdist(targ.origin - this.origin, <=, this.attack_range))
425 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
426 if(attack_success == 1)
427 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
428 else if(attack_success > 0)
432 if(vdist(targ.origin - this.origin, >, this.attack_range))
434 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
435 if(attack_success == 1)
436 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
437 else if(attack_success > 0)
443 // ======================
444 // Main monster functions
445 // ======================
447 void Monster_UpdateModel(entity this)
449 // assume some defaults
450 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
451 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
452 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
453 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
454 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
455 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
456 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
457 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
458 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
459 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
461 // then get the real values
462 Monster mon = Monsters_from(this.monsterid);
463 mon.mr_anim(mon, this);
466 void Monster_Touch(entity this, entity toucher)
468 if(toucher == NULL) { return; }
470 if(toucher.monster_attack)
471 if(this.enemy != toucher)
472 if(!IS_MONSTER(toucher))
473 if(Monster_ValidTarget(this, toucher))
474 this.enemy = toucher;
477 void Monster_Miniboss_Check(entity this)
479 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
482 float chance = random() * 100;
484 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
485 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
487 this.health += autocvar_g_monsters_miniboss_healthboost;
488 this.effects |= EF_RED;
490 this.weapon = WEP_VORTEX.m_id;
494 bool Monster_Respawn_Check(entity this)
496 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
497 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
498 return true; // enabled by a mutator
500 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
503 if(!autocvar_g_monsters_respawn)
509 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
513 void Monster_Dead_Fade(entity this)
515 if(Monster_Respawn_Check(this))
517 this.spawnflags |= MONSTERFLAG_RESPAWNED;
518 setthink(this, Monster_Respawn);
519 this.nextthink = time + this.respawntime;
520 this.monster_lifetime = 0;
521 this.deadflag = DEAD_RESPAWNING;
522 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
524 this.pos1 = this.origin;
525 this.pos2 = this.angles;
527 this.event_damage = func_null;
528 this.takedamage = DAMAGE_NO;
529 setorigin(this, this.pos1);
530 this.angles = this.pos2;
531 this.health = this.max_health;
532 setmodel(this, MDL_Null);
536 // number of monsters spawned with mobspawn command
539 SUB_SetFade(this, time + 3, 1);
543 void Monster_Use(entity this, entity actor, entity trigger)
545 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
548 .float pass_distance;
549 vector Monster_Move_Target(entity this, entity targ)
551 // enemy is always preferred target
554 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
555 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
556 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
558 // cases where the enemy may have changed their state (don't need to check everything here)
560 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
561 || (STAT(FROZEN, this.enemy))
562 || (this.enemy.flags & FL_NOTARGET)
563 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
564 || (this.enemy.takedamage == DAMAGE_NO)
565 || (vdist(this.origin - targ_origin, >, this.target_range))
566 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
569 //this.pass_distance = 0;
574 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
575 print("Trace origin: ", vtos(targ_origin), "\n");
576 print("Target origin: ", vtos(this.enemy.origin), "\n");
577 print("My origin: ", vtos(this.origin), "\n"); */
579 this.monster_movestate = MONSTER_MOVE_ENEMY;
580 this.last_trace = time + 1.2;
581 if(this.monster_moveto)
582 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
587 /*makevectors(this.angles);
588 this.monster_movestate = MONSTER_MOVE_ENEMY;
589 this.last_trace = time + 1.2;
590 return this.enemy.origin; */
593 switch(this.monster_moveflags)
595 case MONSTER_MOVE_FOLLOW:
597 this.monster_movestate = MONSTER_MOVE_FOLLOW;
598 this.last_trace = time + 0.3;
599 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
601 case MONSTER_MOVE_SPAWNLOC:
603 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
604 this.last_trace = time + 2;
607 case MONSTER_MOVE_NOMOVE:
609 if(this.monster_moveto)
611 this.last_trace = time + 0.5;
612 return this.monster_moveto;
616 this.monster_movestate = MONSTER_MOVE_NOMOVE;
617 this.last_trace = time + 2;
622 case MONSTER_MOVE_WANDER:
625 this.monster_movestate = MONSTER_MOVE_WANDER;
627 if(this.monster_moveto)
629 this.last_trace = time + 0.5;
630 pos = this.monster_moveto;
634 this.last_trace = time + 0.5;
639 this.last_trace = time + this.wander_delay;
641 this.angles_y = rint(random() * 500);
642 makevectors(this.angles);
643 pos = this.origin + v_forward * this.wander_distance;
645 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
647 pos.z = random() * 200;
658 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
660 //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
661 //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
662 //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
663 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
667 if(current_height) // make sure we can actually do this arcing path
669 targpos = (to + ('0 0 1' * current_height));
670 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
671 if(trace_fraction < 1)
673 //print("normal arc line failed, trying to find new pos...");
674 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
675 targpos = (trace_endpos + '0 0 -10');
676 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
677 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
678 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
681 else { targpos = to; }
684 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
686 vector desired_direction = normalize(targpos - from);
687 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
688 else { this.velocity = (desired_direction * movespeed); }
690 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
691 //this.angles = vectoangles(this.velocity);
697 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
699 // update goal entity if lost
700 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
701 this.goalentity = find(NULL, targetname, this.target2);
703 if(STAT(FROZEN, this))
705 movelib_brake_simple(this, stpspeed);
706 setanim(this, this.anim_idle, true, false, false);
707 return; // no physics while frozen!
710 if(this.flags & FL_SWIM)
712 if(this.waterlevel < WATERLEVEL_WETFEET)
714 if(time >= this.last_trace)
716 this.last_trace = time + 0.4;
718 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
719 this.angles = '90 90 0';
722 this.velocity_y += random() * 50;
723 this.velocity_x -= random() * 50;
727 this.velocity_y -= random() * 50;
728 this.velocity_x += random() * 50;
730 this.velocity_z += random() * 150;
734 set_movetype(this, MOVETYPE_BOUNCE);
735 //this.velocity_z = -200;
739 else if(this.move_movetype == MOVETYPE_BOUNCE)
742 set_movetype(this, MOVETYPE_WALK);
746 entity targ = this.goalentity;
748 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
750 || this.draggedby != NULL
751 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
752 || time < game_starttime
753 || (autocvar_g_campaign && !campaign_bots_may_start)
754 || time < this.spawn_time)
756 runspeed = walkspeed = 0;
757 if(time >= this.spawn_time)
758 setanim(this, this.anim_idle, true, false, false);
759 movelib_brake_simple(this, stpspeed);
763 targ = M_ARGV(3, entity);
764 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
765 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
767 if(teamplay && autocvar_g_monsters_teams)
768 if(DIFF_TEAM(this.monster_follow, this))
769 this.monster_follow = NULL;
771 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
774 settouch(this, Monster_Touch);
777 if(this.state && time >= this.attack_finished_single[0])
778 this.state = 0; // attack is over
780 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
781 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
782 this.moveto = Monster_Move_Target(this, targ);
785 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
787 if(this.state == MONSTER_ATTACK_MELEE)
788 this.moveto = this.origin;
790 if(this.enemy && this.enemy.vehicle)
793 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
794 this.moveto_z = this.origin_z;
796 if(vdist(this.origin - this.moveto, >, 100))
798 bool do_run = (this.enemy || this.monster_moveto);
799 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
800 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
802 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
804 if(vdist(this.velocity, >, 10))
805 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
807 setanim(this, this.anim_idle, true, false, false);
811 entity e = this.goalentity; //find(NULL, targetname, this.target2);
812 if(e.target2 && e.target2 != "")
813 this.target2 = e.target2;
814 else if(e.target && e.target != "") // compatibility
815 this.target2 = e.target;
817 movelib_brake_simple(this, stpspeed);
818 if(time > this.anim_finished && time > this.pain_finished)
820 if(vdist(this.velocity, <=, 30))
821 setanim(this, this.anim_idle, true, false, false);
824 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
826 vector real_angle = vectoangles(this.steerto) - this.angles;
828 if(this.state == MONSTER_ATTACK_MELEE)
832 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
833 this.angles_y += turny;
837 void Monster_Remove(entity this)
840 return; // don't remove it?
842 if(!this) { return; }
844 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
845 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
847 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
849 .entity weaponentity = weaponentities[slot];
850 if(this.(weaponentity))
851 delete(this.(weaponentity));
853 if(this.iceblock) { delete(this.iceblock); }
854 WaypointSprite_Kill(this.sprite);
858 void Monster_Dead_Think(entity this)
860 this.nextthink = time + this.ticrate;
862 if(this.monster_lifetime != 0)
863 if(time >= this.monster_lifetime)
865 Monster_Dead_Fade(this);
870 void Monster_Appear(entity this, entity actor, entity trigger)
873 Monster_Spawn(this, false, this.monsterid);
876 bool Monster_Appear_Check(entity this, int monster_id)
878 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
881 setthink(this, func_null);
882 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
884 this.use = Monster_Appear;
885 this.flags = FL_MONSTER; // set so this monster can get butchered
890 void Monster_Reset(entity this)
892 setorigin(this, this.pos1);
893 this.angles = this.pos2;
895 Unfreeze(this); // remove any icy remains
897 this.health = this.max_health;
898 this.velocity = '0 0 0';
900 this.goalentity = NULL;
901 this.attack_finished_single[0] = 0;
902 this.moveto = this.origin;
905 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
907 this.health -= damage;
909 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
911 if(this.health <= -50) // 100 health until gone?
913 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
915 // number of monsters spawned with mobspawn command
918 setthink(this, SUB_Remove);
919 this.nextthink = time + 0.1;
920 this.event_damage = func_null;
924 void Monster_Dead(entity this, entity attacker, float gibbed)
926 setthink(this, Monster_Dead_Think);
927 this.nextthink = time;
928 this.monster_lifetime = time + 5;
930 if(STAT(FROZEN, this))
932 Unfreeze(this); // remove any icy remains
933 this.health = 0; // reset by Unfreeze
936 monster_dropitem(this, attacker);
938 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
940 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
941 monsters_killed += 1;
943 if(IS_PLAYER(attacker))
944 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
945 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
949 // number of monsters spawned with mobspawn command
953 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
954 _setmodel(this, this.mdl_dead);
956 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
957 this.solid = SOLID_CORPSE;
958 this.takedamage = DAMAGE_AIM;
959 this.deadflag = DEAD_DEAD;
961 set_movetype(this, MOVETYPE_TOSS);
962 this.moveto = this.origin;
963 settouch(this, Monster_Touch); // reset incase monster was pouncing
964 this.reset = func_null;
966 this.attack_finished_single[0] = 0;
969 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
970 this.velocity = '0 0 0';
972 CSQCModel_UnlinkEntity(this);
974 Monster mon = Monsters_from(this.monsterid);
975 mon.mr_death(mon, this);
977 if(this.candrop && this.weapon)
979 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
980 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
984 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
986 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
989 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
992 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
995 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
998 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1001 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1005 Monster mon = Monsters_from(this.monsterid);
1006 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1010 this.health -= take;
1011 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1015 WaypointSprite_UpdateHealth(this.sprite, this.health);
1017 this.dmg_time = time;
1019 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1020 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1022 this.velocity += force * this.damageforcescale;
1024 if(deathtype != DEATH_DROWN.m_id && take)
1026 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1028 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1030 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1033 if(this.health <= 0)
1035 if(deathtype == DEATH_KILL.m_id)
1036 this.candrop = false; // killed by mobkill command
1039 SUB_UseTargets(this, attacker, this.enemy);
1040 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1042 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1044 WaypointSprite_Kill(this.sprite);
1046 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1048 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1050 Violence_GibSplash(this, 1, 0.5, attacker);
1052 setthink(this, SUB_Remove);
1053 this.nextthink = time + 0.1;
1058 // don't check for enemies, just keep walking in a straight line
1059 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1061 if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1064 if(time >= this.spawn_time)
1065 setanim(this, this.anim_idle, true, false, false);
1066 movelib_brake_simple(this, 0.6);
1070 makevectors(this.angles);
1071 vector a = CENTER_OR_VIEWOFS(this);
1072 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1074 traceline(a, b, MOVE_NORMAL, this);
1076 bool reverse = false;
1077 if(trace_fraction != 1.0)
1079 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1081 if(trace_ent && IS_MONSTER(trace_ent))
1084 // TODO: fix this... tracing is broken if the floor is thin
1089 traceline(b, a, MOVE_WORLDONLY, this);
1090 if(trace_fraction == 1.0)
1096 this.angles_y = anglemods(this.angles_y - 180);
1097 makevectors(this.angles);
1100 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1102 if(time > this.pain_finished && time > this.attack_finished_single[0])
1103 if(vdist(this.velocity, >, 10))
1104 setanim(this, this.anim_walk, true, false, false);
1106 setanim(this, this.anim_idle, true, false, false);
1109 void Monster_Anim(entity this)
1111 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1116 // Decide on which death animation to use.
1118 deadbits = ANIMSTATE_DEAD1;
1120 deadbits = ANIMSTATE_DEAD2;
1125 // Clear a previous death animation.
1128 int animbits = deadbits;
1129 if(STAT(FROZEN, this))
1130 animbits |= ANIMSTATE_FROZEN;
1132 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1133 animdecide_setstate(this, animbits, false);
1134 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1136 /* // weapon entities for monsters?
1137 if (this.weaponentity)
1139 updateanim(this.weaponentity);
1140 if (!this.weaponentity.animstate_override)
1141 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1146 void Monster_Frozen_Think(entity this)
1148 if(STAT(FROZEN, this) == 2)
1150 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1151 this.health = max(1, this.revive_progress * this.max_health);
1152 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1154 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1155 WaypointSprite_UpdateHealth(this.sprite, this.health);
1157 if(this.revive_progress >= 1)
1160 else if(STAT(FROZEN, this) == 3)
1162 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1163 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1165 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1166 WaypointSprite_UpdateHealth(this.sprite, this.health);
1172 if(this.event_damage)
1173 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1176 else if ( this.revive_progress <= 0 )
1179 // otherwise, no revival!
1181 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1184 void Monster_Enemy_Check(entity this)
1188 this.enemy = Monster_FindTarget(this);
1191 WarpZone_RefSys_Copy(this.enemy, this);
1192 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1193 // update move target immediately?
1194 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1195 this.monster_moveto = '0 0 0';
1196 this.monster_face = '0 0 0';
1198 //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)));
1199 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1204 void Monster_Think(entity this)
1206 setthink(this, Monster_Think);
1207 this.nextthink = time + this.ticrate;
1209 if(this.monster_lifetime && time >= this.monster_lifetime)
1211 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1215 if(STAT(FROZEN, this))
1216 Monster_Frozen_Think(this);
1217 else if(time >= this.last_enemycheck)
1219 Monster_Enemy_Check(this);
1220 this.last_enemycheck = time + 1; // check for enemies every second
1223 Monster mon = Monsters_from(this.monsterid);
1224 if(mon.mr_think(mon, this))
1226 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1228 .entity weaponentity = weaponentities[0]; // TODO?
1229 Monster_Attack_Check(this, this.enemy, weaponentity);
1234 CSQCMODEL_AUTOUPDATE(this);
1237 bool Monster_Spawn_Setup(entity this)
1239 Monster mon = Monsters_from(this.monsterid);
1240 mon.mr_setup(mon, this);
1242 // ensure some basic needs are met
1243 if(!this.health) { this.health = 100; }
1244 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1245 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1246 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1247 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1248 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1249 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1251 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1253 Monster_Miniboss_Check(this);
1254 this.health *= MONSTER_SKILLMOD(this);
1257 this.skin = rint(random() * 4);
1260 this.max_health = this.health;
1261 this.pain_finished = this.nextthink;
1263 if(IS_PLAYER(this.monster_follow))
1264 this.effects |= EF_DIMLIGHT;
1266 if(!this.wander_delay) { this.wander_delay = 2; }
1267 if(!this.wander_distance) { this.wander_distance = 600; }
1269 Monster_Sounds_Precache(this);
1270 Monster_Sounds_Update(this);
1274 if(!this.monster_attack)
1275 IL_PUSH(g_monster_targets, this);
1276 this.monster_attack = true; // we can have monster enemies in team games
1279 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1281 if(autocvar_g_monsters_healthbars)
1283 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1284 wp.wp_extra = this.monsterid;
1285 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1286 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1288 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1289 WaypointSprite_UpdateHealth(this.sprite, this.health);
1293 setthink(this, Monster_Think);
1294 this.nextthink = time + this.ticrate;
1296 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1302 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1304 // setup the basic required properties for a monster
1305 entity mon = Monsters_from(mon_id);
1306 if(!mon.monsterid) { return false; } // invalid monster
1308 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1310 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1312 IL_PUSH(g_monsters, this);
1313 if(this.mdl && this.mdl != "")
1314 precache_model(this.mdl);
1315 if(this.mdl_dead && this.mdl_dead != "")
1316 precache_model(this.mdl_dead);
1319 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1321 if(!this.monster_skill)
1322 this.monster_skill = cvar("g_monsters_skill");
1324 // support for quake style removing monsters based on skill
1325 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1326 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1327 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1329 if(this.team && !teamplay)
1332 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1333 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1334 monsters_total += 1;
1336 if(this.mdl && this.mdl != "")
1337 _setmodel(this, this.mdl);
1339 setmodel(this, mon.m_model);
1341 this.flags = FL_MONSTER;
1342 this.classname = "monster";
1343 this.takedamage = DAMAGE_AIM;
1344 if(!this.bot_attack)
1345 IL_PUSH(g_bot_targets, this);
1346 this.bot_attack = true;
1347 this.iscreature = true;
1348 this.teleportable = true;
1349 if(!this.damagedbycontents)
1350 IL_PUSH(g_damagedbycontents, this);
1351 this.damagedbycontents = true;
1352 this.monsterid = mon_id;
1353 this.event_damage = Monster_Damage;
1354 settouch(this, Monster_Touch);
1355 this.use = Monster_Use;
1356 this.solid = SOLID_BBOX;
1357 set_movetype(this, MOVETYPE_WALK);
1358 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1360 this.velocity = '0 0 0';
1361 this.moveto = this.origin;
1362 this.pos1 = this.origin;
1363 this.pos2 = this.angles;
1364 this.reset = Monster_Reset;
1365 this.netname = mon.netname;
1366 this.monster_attackfunc = mon.monster_attackfunc;
1367 this.monster_name = mon.monster_name;
1368 this.candrop = true;
1369 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1370 this.oldtarget2 = this.target2;
1371 //this.pass_distance = 0;
1372 this.deadflag = DEAD_NO;
1373 this.spawn_time = time;
1375 this.monster_moveto = '0 0 0';
1376 this.monster_face = '0 0 0';
1377 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1379 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1380 if(!this.scale) { this.scale = 1; }
1381 if(autocvar_g_monsters_edit) { this.grab = 1; }
1382 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1383 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1384 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1386 if(autocvar_g_playerclip_collisions)
1387 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1389 if(mon.spawnflags & MONSTER_TYPE_FLY)
1391 this.flags |= FL_FLY;
1392 set_movetype(this, MOVETYPE_FLY);
1395 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1397 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1400 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1401 if(autocvar_g_monsters_quake_resize)
1405 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1407 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1409 Monster_UpdateModel(this);
1411 if(!Monster_Spawn_Setup(this))
1413 Monster_Remove(this);
1419 setorigin(this, this.origin + '0 0 20');
1420 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1421 setorigin(this, trace_endpos);
1424 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1425 monster_setupcolors(this);
1427 CSQCMODEL_AUTOINIT(this);