4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "sv_monsters.qh"
10 #include "../physics/movelib.qh"
11 #include "../weapons/all.qh"
12 #include <server/autocvars.qh>
13 #include <server/defs.qh>
14 #include "../deathtypes/all.qh"
15 #include <server/mutators/all.qh>
16 #include <server/steerlib.qh>
17 #include "../turrets/sv_turrets.qh"
18 #include "../turrets/util.qh"
19 #include "../vehicles/all.qh"
20 #include <server/campaign.qh>
21 #include <server/command/common.qh>
22 #include <server/command/cmd.qh>
23 #include "../triggers/triggers.qh"
24 #include <lib/csqcmodel/sv_model.qh>
25 #include <server/round_handler.qh>
28 void monsters_setstatus(entity this)
30 this.stat_monsters_total = monsters_total;
31 this.stat_monsters_killed = monsters_killed;
34 void monster_dropitem(entity this, entity attacker)
36 if(!this.candrop || !this.monster_loot)
39 vector org = this.origin + ((this.mins + this.maxs) * 0.5);
40 entity e = new(droppedweapon); // use weapon handling to remove it on touch
41 e.spawnfunc_checked = true;
43 e.monster_loot = this.monster_loot;
45 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
46 e = M_ARGV(1, entity);
48 if(e && e.monster_loot)
53 set_movetype(e, 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);
62 void monster_makevectors(entity this, entity targ)
66 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
67 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
68 this.v_angle_x = -this.v_angle_x;
71 makevectors(this.v_angle);
78 bool Monster_ValidTarget(entity this, entity targ)
80 // ensure we're not checking nonexistent monster/target
81 if(!this || !targ) { return false; }
84 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
85 || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
86 || (time < game_starttime) // monsters do nothing before match has started
87 || (targ.takedamage == DAMAGE_NO)
88 || (targ.items & IT_INVISIBILITY)
89 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
90 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
91 || (this.monster_follow == targ || targ.monster_follow == this)
92 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
93 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
94 || (SAME_TEAM(targ, this))
95 || (STAT(FROZEN, targ))
96 || (targ.alpha != 0 && targ.alpha < 0.5)
99 // if any of the above checks fail, target is not valid
103 traceline(this.origin + this.view_ofs, targ.origin, 0, this);
105 if((trace_fraction < 1) && (trace_ent != targ))
108 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109 if(this.enemy != targ)
113 makevectors (this.angles);
114 dot = normalize (targ.origin - this.origin) * v_forward;
116 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
119 return true; // this target is valid!
122 entity Monster_FindTarget(entity mon)
124 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
126 entity closest_target = NULL;
128 // find the closest acceptable target to pass to
129 FOREACH_ENTITY_RADIUS(mon.origin, mon.target_range, it.monster_attack,
131 if(Monster_ValidTarget(mon, it))
133 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
134 vector head_center = CENTER_OR_VIEWOFS(it);
135 vector ent_center = CENTER_OR_VIEWOFS(mon);
139 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
140 if(vlen2(ent_center - head_center) < vlen2(ent_center - closest_target_center))
141 { closest_target = it; }
143 else { closest_target = it; }
147 return closest_target;
150 void monster_setupcolors(entity mon)
152 if(IS_PLAYER(mon.realowner))
153 mon.colormap = mon.realowner.colormap;
154 else if(teamplay && mon.team)
155 mon.colormap = 1024 + (mon.team - 1) * 17;
158 if(mon.monster_skill <= MONSTER_SKILL_EASY)
160 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
162 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
164 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
166 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
173 void monster_changeteam(entity ent, float newteam)
175 if(!teamplay) { return; }
178 ent.monster_attack = true; // new team, activate attacking
179 monster_setupcolors(ent);
183 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
185 ent.sprite.team = newteam;
186 ent.sprite.SendFlags |= 1;
190 .void(entity) monster_delayedfunc;
191 void Monster_Delay_Action(entity this)
193 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
198 setthink(this, Monster_Delay_Action);
199 this.nextthink = time + this.count;
203 setthink(this, SUB_Remove);
204 this.nextthink = time;
208 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
210 // deferred attacking, checks if monster is still alive and target is still valid before attacking
213 setthink(e, Monster_Delay_Action);
214 e.nextthink = time + defer_amnt;
215 e.count = defer_amnt;
217 e.monster_delayedfunc = func;
218 e.cnt = repeat_count;
226 string get_monster_model_datafilename(string m, float sk, string fil)
231 m = "models/monsters/*_";
233 m = strcat(m, ftos(sk));
236 return strcat(m, ".", fil);
239 void Monster_Sound_Precache(string f)
243 fh = fopen(f, FILE_READ);
246 while((s = fgets(fh)))
248 if(tokenize_console(s) != 3)
250 LOG_TRACE("Invalid sound info line: ", s);
253 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
258 void Monster_Sounds_Precache(entity this)
260 string m = (Monsters_from(this.monsterid)).m_model.model_str();
261 float globhandle, n, i;
264 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
267 n = search_getsize(globhandle);
268 for (i = 0; i < n; ++i)
270 //print(search_getfilename(globhandle, i), "\n");
271 f = search_getfilename(globhandle, i);
272 Monster_Sound_Precache(f);
274 search_end(globhandle);
277 void Monster_Sounds_Clear(entity this)
279 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
284 .string Monster_Sound_SampleField(string type)
286 GetMonsterSoundSampleField_notFound = 0;
289 #define _MSOUND(m) case #m: return monstersound_##m;
293 GetMonsterSoundSampleField_notFound = 1;
297 bool Monster_Sounds_Load(entity this, string f, int first)
302 fh = fopen(f, FILE_READ);
305 LOG_TRACE("Monster sound file not found: ", f);
308 while((s = fgets(fh)))
310 if(tokenize_console(s) != 3)
312 field = Monster_Sound_SampleField(argv(0));
313 if(GetMonsterSoundSampleField_notFound)
316 strunzone(this.(field));
317 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
323 .int skin_for_monstersound;
324 void Monster_Sounds_Update(entity this)
326 if(this.skin == this.skin_for_monstersound) { return; }
328 this.skin_for_monstersound = this.skin;
329 Monster_Sounds_Clear(this);
330 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
331 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
334 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
336 if(!autocvar_g_monsters_sounds) { return; }
339 if(time < this.msound_delay)
341 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
343 this.msound_delay = time + sound_delay;
347 // =======================
348 // Monster attack handlers
349 // =======================
351 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
353 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
355 setanim(this, anim, false, true, false);
357 if(this.animstate_endtime > time && IS_MONSTER(this))
358 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
360 this.attack_finished_single[0] = this.anim_finished = time + animtime;
362 monster_makevectors(this, targ);
364 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
366 if(trace_ent.takedamage)
367 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
372 bool Monster_Attack_Leap_Check(entity this, vector vel)
374 if(this.state && IS_MONSTER(this))
375 return false; // already attacking
376 if(!IS_ONGROUND(this))
377 return false; // not on the ground
378 if(this.health <= 0 || IS_DEAD(this))
379 return false; // called when dead?
380 if(time < this.attack_finished_single[0])
381 return false; // still attacking
383 vector old = this.velocity;
386 tracetoss(this, this);
388 if (trace_ent != this.enemy)
394 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
396 if(!Monster_Attack_Leap_Check(this, vel))
399 setanim(this, anm, false, true, false);
401 if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
402 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
404 this.attack_finished_single[0] = this.anim_finished = time + animtime;
406 if(this.flags & FL_MONSTER)
407 this.state = MONSTER_ATTACK_RANGED;
408 settouch(this, touchfunc);
411 UNSET_ONGROUND(this);
416 void Monster_Attack_Check(entity this, entity targ)
418 if((this == NULL || targ == NULL)
419 || (!this.monster_attackfunc)
420 || (time < this.attack_finished_single[0])
423 if(vdist(targ.origin - this.origin, <=, this.attack_range))
425 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
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 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
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 = get_monsterinfo(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, this.monsterid); }
511 void Monster_Dead_Fade(entity this)
513 if(Monster_Respawn_Check(this))
515 this.spawnflags |= MONSTERFLAG_RESPAWNED;
516 setthink(this, Monster_Respawn);
517 this.nextthink = time + this.respawntime;
518 this.monster_lifetime = 0;
519 this.deadflag = DEAD_RESPAWNING;
520 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
522 this.pos1 = this.origin;
523 this.pos2 = this.angles;
525 this.event_damage = func_null;
526 this.takedamage = DAMAGE_NO;
527 setorigin(this, this.pos1);
528 this.angles = this.pos2;
529 this.health = this.max_health;
530 setmodel(this, MDL_Null);
534 // number of monsters spawned with mobspawn command
537 SUB_SetFade(this, time + 3, 1);
541 void Monster_Use(entity this, entity actor, entity trigger)
543 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
546 vector Monster_Move_Target(entity this, entity targ)
548 // enemy is always preferred target
551 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
552 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
553 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
555 if((this.enemy == NULL)
556 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
557 || (STAT(FROZEN, this.enemy))
558 || (this.enemy.flags & FL_NOTARGET)
559 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
560 || (this.enemy.takedamage == DAMAGE_NO)
561 || (vdist(this.origin - targ_origin, >, this.target_range))
562 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
565 this.pass_distance = 0;
570 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
571 print("Trace origin: ", vtos(targ_origin), "\n");
572 print("Target origin: ", vtos(this.enemy.origin), "\n");
573 print("My origin: ", vtos(this.origin), "\n"); */
575 this.monster_movestate = MONSTER_MOVE_ENEMY;
576 this.last_trace = time + 1.2;
577 if(this.monster_moveto)
578 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
583 /*makevectors(this.angles);
584 this.monster_movestate = MONSTER_MOVE_ENEMY;
585 this.last_trace = time + 1.2;
586 return this.enemy.origin; */
589 switch(this.monster_moveflags)
591 case MONSTER_MOVE_FOLLOW:
593 this.monster_movestate = MONSTER_MOVE_FOLLOW;
594 this.last_trace = time + 0.3;
595 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
597 case MONSTER_MOVE_SPAWNLOC:
599 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
600 this.last_trace = time + 2;
603 case MONSTER_MOVE_NOMOVE:
605 if(this.monster_moveto)
607 this.last_trace = time + 0.5;
608 return this.monster_moveto;
612 this.monster_movestate = MONSTER_MOVE_NOMOVE;
613 this.last_trace = time + 2;
618 case MONSTER_MOVE_WANDER:
621 this.monster_movestate = MONSTER_MOVE_WANDER;
623 if(this.monster_moveto)
625 this.last_trace = time + 0.5;
626 pos = this.monster_moveto;
630 this.last_trace = time + 0.5;
635 this.last_trace = time + this.wander_delay;
637 this.angles_y = rint(random() * 500);
638 makevectors(this.angles);
639 pos = this.origin + v_forward * this.wander_distance;
641 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
643 pos.z = random() * 200;
654 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
656 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
657 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
658 float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
659 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
662 if(current_height) // make sure we can actually do this arcing path
664 targpos = (to + ('0 0 1' * current_height));
665 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
666 if(trace_fraction < 1)
668 //print("normal arc line failed, trying to find new pos...");
669 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
670 targpos = (trace_endpos + '0 0 -10');
671 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
672 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
673 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
676 else { targpos = to; }
678 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
680 vector desired_direction = normalize(targpos - from);
681 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
682 else { this.velocity = (desired_direction * movespeed); }
684 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
685 //this.angles = vectoangles(this.velocity);
690 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
692 if(this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
696 if(STAT(FROZEN, this) == 2)
698 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
699 this.health = max(1, this.revive_progress * this.max_health);
700 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
702 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
703 WaypointSprite_UpdateHealth(this.sprite, this.health);
705 movelib_brake_simple(this, stpspeed);
706 setanim(this, this.anim_idle, true, false, false);
709 this.nextthink = time + this.ticrate;
711 if(this.revive_progress >= 1)
716 else if(STAT(FROZEN, this) == 3)
718 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
719 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
721 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
722 WaypointSprite_UpdateHealth(this.sprite, this.health);
724 movelib_brake_simple(this, stpspeed);
725 setanim(this, this.anim_idle, true, false, false);
728 this.nextthink = time + this.ticrate;
734 if(this.event_damage)
735 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
738 else if ( this.revive_progress <= 0 )
744 if(this.flags & FL_SWIM)
746 if(this.waterlevel < WATERLEVEL_WETFEET)
748 if(time >= this.last_trace)
750 this.last_trace = time + 0.4;
752 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
753 this.angles = '90 90 0';
756 this.velocity_y += random() * 50;
757 this.velocity_x -= random() * 50;
761 this.velocity_y -= random() * 50;
762 this.velocity_x += random() * 50;
764 this.velocity_z += random() * 150;
768 set_movetype(this, MOVETYPE_BOUNCE);
769 //this.velocity_z = -200;
773 else if(this.move_movetype == MOVETYPE_BOUNCE)
776 set_movetype(this, MOVETYPE_WALK);
780 targ = this.goalentity;
782 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
784 || this.draggedby != NULL
785 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
786 || time < game_starttime
787 || (autocvar_g_campaign && !campaign_bots_may_start)
788 || time < this.spawn_time)
790 runspeed = walkspeed = 0;
791 if(time >= this.spawn_time)
792 setanim(this, this.anim_idle, true, false, false);
793 movelib_brake_simple(this, stpspeed);
797 targ = M_ARGV(3, entity);
798 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
799 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
802 if(autocvar_g_monsters_teams)
803 if(DIFF_TEAM(this.monster_follow, this))
804 this.monster_follow = NULL;
806 if(time >= this.last_enemycheck)
810 this.enemy = Monster_FindTarget(this);
813 WarpZone_RefSys_Copy(this.enemy, this);
814 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
815 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
816 this.monster_moveto = '0 0 0';
817 this.monster_face = '0 0 0';
819 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)));
820 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
824 this.last_enemycheck = time + 1; // check for enemies every second
827 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
830 settouch(this, Monster_Touch);
833 if(this.state && time >= this.attack_finished_single[0])
834 this.state = 0; // attack is over
836 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
837 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
838 this.moveto = Monster_Move_Target(this, targ);
841 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
843 if(this.state == MONSTER_ATTACK_MELEE)
844 this.moveto = this.origin;
846 if(this.enemy && this.enemy.vehicle)
849 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
850 this.moveto_z = this.origin_z;
852 if(vdist(this.origin - this.moveto, >, 100))
854 float do_run = (this.enemy || this.monster_moveto);
855 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
856 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
858 if(time > this.pain_finished) // TODO: use anim_finished instead!
860 if(time > this.anim_finished)
861 if(vdist(this.velocity, >, 10))
862 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
864 setanim(this, this.anim_idle, true, false, false);
868 entity e = find(NULL, targetname, this.target2);
870 this.target2 = e.target2;
872 this.target2 = e.target;
874 movelib_brake_simple(this, stpspeed);
875 if(time > this.anim_finished)
876 if(time > this.pain_finished)
878 if(vdist(this.velocity, <=, 30))
879 setanim(this, this.anim_idle, true, false, false);
882 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
884 vector real_angle = vectoangles(this.steerto) - this.angles;
886 if(this.state == MONSTER_ATTACK_MELEE)
890 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
891 this.angles_y += turny;
894 Monster_Attack_Check(this, this.enemy);
897 void Monster_Remove(entity this)
900 return; // don't remove it?
902 if(!this) { return; }
904 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
905 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
907 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
909 .entity weaponentity = weaponentities[slot];
910 if(this.(weaponentity))
911 delete(this.(weaponentity));
913 if(this.iceblock) { delete(this.iceblock); }
914 WaypointSprite_Kill(this.sprite);
918 void Monster_Dead_Think(entity this)
920 this.nextthink = time + this.ticrate;
922 if(this.monster_lifetime != 0)
923 if(time >= this.monster_lifetime)
925 Monster_Dead_Fade(this);
930 void Monster_Appear(entity this, entity actor, entity trigger)
933 this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
934 Monster_Spawn(this, this.monsterid);
937 bool Monster_Appear_Check(entity this, int monster_id)
939 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
942 setthink(this, func_null);
943 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
945 this.use = Monster_Appear;
946 this.flags = FL_MONSTER; // set so this monster can get butchered
951 void Monster_Reset(entity this)
953 setorigin(this, this.pos1);
954 this.angles = this.pos2;
956 Unfreeze(this); // remove any icy remains
958 this.health = this.max_health;
959 this.velocity = '0 0 0';
961 this.goalentity = NULL;
962 this.attack_finished_single[0] = 0;
963 this.moveto = this.origin;
966 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
968 this.health -= damage;
970 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
972 if(this.health <= -50) // 100 health until gone?
974 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
976 // number of monsters spawned with mobspawn command
979 setthink(this, SUB_Remove);
980 this.nextthink = time + 0.1;
981 this.event_damage = func_null;
985 void Monster_Dead(entity this, entity attacker, float gibbed)
987 setthink(this, Monster_Dead_Think);
988 this.nextthink = time;
989 this.monster_lifetime = time + 5;
991 if(STAT(FROZEN, this))
993 Unfreeze(this); // remove any icy remains
994 this.health = 0; // reset by Unfreeze
997 monster_dropitem(this, attacker);
999 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1001 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1002 monsters_killed += 1;
1004 if(IS_PLAYER(attacker))
1005 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1006 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1010 // number of monsters spawned with mobspawn command
1014 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1015 this.solid = SOLID_CORPSE;
1016 this.takedamage = DAMAGE_AIM;
1017 this.deadflag = DEAD_DEAD;
1019 set_movetype(this, MOVETYPE_TOSS);
1020 this.moveto = this.origin;
1021 settouch(this, Monster_Touch); // reset incase monster was pouncing
1022 this.reset = func_null;
1024 this.attack_finished_single[0] = 0;
1027 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1028 this.velocity = '0 0 0';
1030 CSQCModel_UnlinkEntity(this);
1032 Monster mon = get_monsterinfo(this.monsterid);
1033 mon.mr_death(mon, this);
1035 if(this.candrop && this.weapon)
1036 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1039 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1041 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1044 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1047 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1050 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1053 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1059 v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1063 Monster mon = get_monsterinfo(this.monsterid);
1064 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1068 this.health -= take;
1069 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1073 WaypointSprite_UpdateHealth(this.sprite, this.health);
1075 this.dmg_time = time;
1077 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1078 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1080 this.velocity += force * this.damageforcescale;
1082 if(deathtype != DEATH_DROWN.m_id && take)
1084 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1086 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1088 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1091 if(this.health <= 0)
1093 if(deathtype == DEATH_KILL.m_id)
1094 this.candrop = false; // killed by mobkill command
1097 SUB_UseTargets(this, attacker, this.enemy);
1098 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1100 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1102 WaypointSprite_Kill(this.sprite);
1104 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1106 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1108 Violence_GibSplash(this, 1, 0.5, attacker);
1110 setthink(this, SUB_Remove);
1111 this.nextthink = time + 0.1;
1116 // don't check for enemies, just keep walking in a straight line
1117 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1119 if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1122 if(time >= this.spawn_time)
1123 setanim(this, this.anim_idle, true, false, false);
1124 movelib_brake_simple(this, 0.6);
1128 float reverse = false;
1131 makevectors(this.angles);
1132 a = this.origin + '0 0 16';
1133 b = this.origin + '0 0 16' + v_forward * 32;
1135 traceline(a, b, MOVE_NORMAL, this);
1137 if(trace_fraction != 1.0)
1142 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1146 // TODO: fix this... tracing is broken if the floor is thin
1151 traceline(b, a, MOVE_WORLDONLY, this);
1152 if(trace_fraction == 1.0)
1158 this.angles_y = anglemods(this.angles_y - 180);
1159 makevectors(this.angles);
1162 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1164 if(time > this.pain_finished)
1165 if(time > this.attack_finished_single[0])
1166 if(vdist(this.velocity, >, 10))
1167 setanim(this, this.anim_walk, true, false, false);
1169 setanim(this, this.anim_idle, true, false, false);
1172 void Monster_Anim(entity this)
1174 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1179 // Decide on which death animation to use.
1181 deadbits = ANIMSTATE_DEAD1;
1183 deadbits = ANIMSTATE_DEAD2;
1188 // Clear a previous death animation.
1191 int animbits = deadbits;
1192 if(STAT(FROZEN, this))
1193 animbits |= ANIMSTATE_FROZEN;
1195 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1196 animdecide_setstate(this, animbits, false);
1197 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1199 /* // weapon entities for monsters?
1200 if (this.weaponentity)
1202 updateanim(this.weaponentity);
1203 if (!this.weaponentity.animstate_override)
1204 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1209 void Monster_Think(entity this)
1211 setthink(this, Monster_Think);
1212 this.nextthink = this.ticrate;
1214 if(this.monster_lifetime)
1215 if(time >= this.monster_lifetime)
1217 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1221 Monster mon = get_monsterinfo(this.monsterid);
1222 if(mon.mr_think(mon, this))
1223 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1227 CSQCMODEL_AUTOUPDATE(this);
1230 bool Monster_Spawn_Setup(entity this)
1232 Monster mon = Monsters_from(this.monsterid);
1233 mon.mr_setup(mon, this);
1235 // ensure some basic needs are met
1236 if(!this.health) { this.health = 100; }
1237 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1238 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1239 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1240 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1241 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1242 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1244 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1246 Monster_Miniboss_Check(this);
1247 this.health *= MONSTER_SKILLMOD(this);
1250 this.skin = rint(random() * 4);
1253 this.max_health = this.health;
1254 this.pain_finished = this.nextthink;
1256 if(IS_PLAYER(this.monster_follow))
1257 this.effects |= EF_DIMLIGHT;
1259 if(!this.wander_delay) { this.wander_delay = 2; }
1260 if(!this.wander_distance) { this.wander_distance = 600; }
1262 Monster_Sounds_Precache(this);
1263 Monster_Sounds_Update(this);
1266 this.monster_attack = true; // we can have monster enemies in team games
1268 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1270 if(autocvar_g_monsters_healthbars)
1272 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1273 wp.wp_extra = this.monsterid;
1274 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1275 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1277 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1278 WaypointSprite_UpdateHealth(this.sprite, this.health);
1282 setthink(this, Monster_Think);
1283 this.nextthink = time + this.ticrate;
1285 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1291 bool Monster_Spawn(entity this, int mon_id)
1293 // setup the basic required properties for a monster
1294 entity mon = Monsters_from(mon_id);
1295 if(!mon.monsterid) { return false; } // invalid monster
1297 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1299 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1300 IL_PUSH(g_monsters, this);
1302 if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1304 if(!this.monster_skill)
1305 this.monster_skill = cvar("g_monsters_skill");
1307 // support for quake style removing monsters based on skill
1308 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1309 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1310 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1312 if(this.team && !teamplay)
1315 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1316 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1317 monsters_total += 1;
1319 setmodel(this, mon.m_model);
1320 this.flags = FL_MONSTER;
1321 this.classname = "monster";
1322 this.takedamage = DAMAGE_AIM;
1323 this.bot_attack = true;
1324 this.iscreature = true;
1325 this.teleportable = true;
1326 this.damagedbycontents = true;
1327 this.monsterid = mon_id;
1328 this.event_damage = Monster_Damage;
1329 settouch(this, Monster_Touch);
1330 this.use = Monster_Use;
1331 this.solid = SOLID_BBOX;
1332 set_movetype(this, MOVETYPE_WALK);
1333 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1335 this.velocity = '0 0 0';
1336 this.moveto = this.origin;
1337 this.pos1 = this.origin;
1338 this.pos2 = this.angles;
1339 this.reset = Monster_Reset;
1340 this.netname = mon.netname;
1341 this.monster_attackfunc = mon.monster_attackfunc;
1342 this.monster_name = mon.monster_name;
1343 this.candrop = true;
1344 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1345 this.oldtarget2 = this.target2;
1346 this.pass_distance = 0;
1347 this.deadflag = DEAD_NO;
1348 this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1349 this.spawn_time = time;
1351 this.monster_moveto = '0 0 0';
1352 this.monster_face = '0 0 0';
1353 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1355 if(!this.scale) { this.scale = 1; }
1356 if(autocvar_g_monsters_edit) { this.grab = 1; }
1357 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1358 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1359 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1361 if(autocvar_g_playerclip_collisions)
1362 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1364 if(mon.spawnflags & MONSTER_TYPE_FLY)
1366 this.flags |= FL_FLY;
1367 set_movetype(this, MOVETYPE_FLY);
1370 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1372 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1375 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1376 if(autocvar_g_monsters_quake_resize)
1380 setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1382 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1384 Monster_UpdateModel(this);
1386 if(!Monster_Spawn_Setup(this))
1388 Monster_Remove(this);
1394 setorigin(this, this.origin + '0 0 20');
1395 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1396 setorigin(this, trace_endpos);
1399 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1400 monster_setupcolors(this);
1402 CSQCMODEL_AUTOINIT(this);