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Some updates and fixes to nades, new special bonus nades with different powers
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 // =========================
2 //      SVQC Monster Properties
3 // =========================
4
5
6 void monster_item_spawn()
7 {
8         if(self.monster_loot)
9                 self.monster_loot();
10
11         self.gravity = 1;
12         self.reset = SUB_Remove;
13         self.noalign = TRUE;
14         self.velocity = randomvec() * 175 + '0 0 325';
15         self.classname = "droppedweapon"; // hax
16         self.item_spawnshieldtime = time + 0.7;
17
18         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
19 }
20
21 void monster_dropitem()
22 {
23         if(!self.candrop || !self.monster_loot)
24                 return;
25
26         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
27         entity e = spawn();
28
29         setorigin(e, org);
30
31         e.monster_loot = self.monster_loot;
32
33         other = e;
34         MUTATOR_CALLHOOK(MonsterDropItem);
35         e = other;
36
37         if(e)
38         {
39                 e.think = monster_item_spawn;
40                 e.nextthink = time + 0.3;
41         }
42 }
43
44 float Monster_SkillModifier()
45 {
46         float t = 0.5+self.monster_skill*((1.2-0.3)/10);
47
48         return t;
49 }
50
51 float monster_isvalidtarget (entity targ, entity ent)
52 {
53         if(!targ || !ent)
54                 return FALSE; // someone doesn't exist
55
56         if(targ == ent)
57                 return FALSE; // don't attack ourselves
58
59         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
60
61         if(trace_ent != targ)
62                 return FALSE;
63
64         if(targ.vehicle_flags & VHF_ISVEHICLE)
65         if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
66                 return FALSE; // melee attacks are useless against vehicles
67
68         if(time < game_starttime)
69                 return FALSE; // monsters do nothing before the match has started
70
71         if(vlen(targ.origin - ent.origin) >= ent.target_range)
72                 return FALSE; // enemy is too far away
73
74         if(targ.takedamage == DAMAGE_NO)
75                 return FALSE; // enemy can't be damaged
76
77         if(targ.items & IT_INVISIBILITY)
78                 return FALSE; // enemy is invisible
79
80         if(substring(targ.classname, 0, 10) == "onslaught_")
81                 return FALSE; // don't attack onslaught targets
82
83         if(IS_SPEC(targ) || IS_OBSERVER(targ))
84                 return FALSE; // enemy is a spectator
85
86         if(!(targ.vehicle_flags & VHF_ISVEHICLE))
87         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
88                 return FALSE; // enemy/self is dead
89
90         if(ent.monster_owner == targ)
91                 return FALSE; // don't attack our master
92
93         if(targ.monster_owner == ent)
94                 return FALSE; // don't attack our pet
95
96         if(!(targ.vehicle_flags & VHF_ISVEHICLE))
97         if(targ.flags & FL_NOTARGET)
98                 return FALSE; // enemy can't be targeted
99
100         if(!autocvar_g_monsters_typefrag)
101         if(targ.BUTTON_CHAT)
102                 return FALSE; // no typefragging!
103
104         if(SAME_TEAM(targ, ent))
105                 return FALSE; // enemy is on our team
106
107         if (targ.frozen)
108                 return FALSE; // ignore frozen
109
110         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
111         if(ent.enemy != targ)
112         {
113                 float dot;
114
115                 makevectors (ent.angles);
116                 dot = normalize (targ.origin - ent.origin) * v_forward;
117
118                 if(dot <= 0.3)
119                         return FALSE;
120         }
121
122         return TRUE;
123 }
124
125 entity FindTarget (entity ent)
126 {
127         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
128
129         entity head, closest_target = world;
130         head = findradius(ent.origin, ent.target_range);
131
132         while(head) // find the closest acceptable target to pass to
133         {
134                 if(head.monster_attack)
135                 if(monster_isvalidtarget(head, ent))
136                 {
137                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138                         vector head_center = CENTER_OR_VIEWOFS(head);
139                         vector ent_center = CENTER_OR_VIEWOFS(ent);
140
141                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
142                         if(closest_target)
143                         {
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; }
147                         }
148                         else { closest_target = head; }
149                 }
150
151                 head = head.chain;
152         }
153
154         return closest_target;
155 }
156
157 void MonsterTouch ()
158 {
159         if(other == world)
160                 return;
161
162         if(self.enemy != other)
163         if(!(other.flags & FL_MONSTER))
164         if(monster_isvalidtarget(other, self))
165                 self.enemy = other;
166 }
167
168 string get_monster_model_datafilename(string m, float sk, string fil)
169 {
170         if(m)
171                 m = strcat(m, "_");
172         else
173                 m = "models/monsters/*_";
174         if(sk >= 0)
175                 m = strcat(m, ftos(sk));
176         else
177                 m = strcat(m, "*");
178         return strcat(m, ".", fil);
179 }
180
181 void PrecacheMonsterSounds(string f)
182 {
183         float fh;
184         string s;
185         fh = fopen(f, FILE_READ);
186         if(fh < 0)
187                 return;
188         while((s = fgets(fh)))
189         {
190                 if(tokenize_console(s) != 3)
191                 {
192                         dprint("Invalid sound info line: ", s, "\n");
193                         continue;
194                 }
195                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
196         }
197         fclose(fh);
198 }
199
200 void precache_monstersounds()
201 {
202         string m = (get_monsterinfo(self.monsterid)).model;
203         float globhandle, n, i;
204         string f;
205
206         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
207         if (globhandle < 0)
208                 return;
209         n = search_getsize(globhandle);
210         for (i = 0; i < n; ++i)
211         {
212                 //print(search_getfilename(globhandle, i), "\n");
213                 f = search_getfilename(globhandle, i);
214                 PrecacheMonsterSounds(f);
215         }
216         search_end(globhandle);
217 }
218
219 void ClearMonsterSounds()
220 {
221 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
222         ALLMONSTERSOUNDS
223 #undef _MSOUND
224 }
225
226 .string GetMonsterSoundSampleField(string type)
227 {
228         GetMonsterSoundSampleField_notFound = 0;
229         switch(type)
230         {
231 #define _MSOUND(m) case #m: return monstersound_##m;
232                 ALLMONSTERSOUNDS
233 #undef _MSOUND
234         }
235         GetMonsterSoundSampleField_notFound = 1;
236         return string_null;
237 }
238
239 float LoadMonsterSounds(string f, float first)
240 {
241         float fh;
242         string s;
243         var .string field;
244         fh = fopen(f, FILE_READ);
245         if(fh < 0)
246         {
247                 dprint("Monster sound file not found: ", f, "\n");
248                 return 0;
249         }
250         while((s = fgets(fh)))
251         {
252                 if(tokenize_console(s) != 3)
253                         continue;
254                 field = GetMonsterSoundSampleField(argv(0));
255                 if(GetMonsterSoundSampleField_notFound)
256                         continue;
257                 if(self.field)
258                         strunzone(self.field);
259                 self.field = strzone(strcat(argv(1), " ", argv(2)));
260         }
261         fclose(fh);
262         return 1;
263 }
264
265 .float skin_for_monstersound;
266 void UpdateMonsterSounds()
267 {
268         entity mon = get_monsterinfo(self.monsterid);
269
270         if(self.skin == self.skin_for_monstersound)
271                 return;
272         self.skin_for_monstersound = self.skin;
273         ClearMonsterSounds();
274         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
275         if(!autocvar_g_debug_defaultsounds)
276         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
277                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
278 }
279
280 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
281 {
282         if(delaytoo && time < self.msound_delay)
283                 return; // too early
284         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
285
286         self.msound_delay = time + sound_delay;
287 }
288
289 void monster_makevectors(entity e)
290 {
291         vector v;
292
293         v = e.origin + (e.mins + e.maxs) * 0.5;
294         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
295         self.v_angle_x = -self.v_angle_x;
296
297         makevectors(self.v_angle);
298 }
299
300 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
301 {
302         if (self.health <= 0)
303                 return FALSE; // attacking while dead?!
304
305         if(dostop)
306         {
307                 self.velocity_x = 0;
308                 self.velocity_y = 0;
309                 self.state = MONSTER_STATE_ATTACK_MELEE;
310         }
311
312         self.frame = anim;
313
314         if(anim_finished != 0)
315                 self.attack_finished_single = time + anim_finished;
316
317         monster_makevectors(targ);
318
319         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
320
321         if(trace_ent.takedamage)
322                 Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
323
324         return TRUE;
325 }
326
327 void Monster_CheckMinibossFlag ()
328 {
329         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
330                 return;
331
332         float chance = random() * 100;
333
334         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
335         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
336         {
337                 self.health += autocvar_g_monsters_miniboss_healthboost;
338                 self.effects |= EF_RED;
339                 if(!self.weapon)
340                         self.weapon = WEP_NEX;
341         }
342 }
343
344 float Monster_CanRespawn(entity ent)
345 {
346         other = ent;
347         if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
348         if(MUTATOR_CALLHOOK(MonsterRespawn))
349                 return TRUE; // enabled by a mutator
350
351         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
352                 return FALSE;
353
354         if(!autocvar_g_monsters_respawn)
355                 return FALSE;
356
357         return TRUE;
358 }
359
360 void Monster_Fade ()
361 {
362         if(Monster_CanRespawn(self))
363         {
364                 self.spawnflags |= MONSTERFLAG_RESPAWNED;
365                 self.think = self.monster_spawnfunc;
366                 self.nextthink = time + self.respawntime;
367                 self.ltime = 0;
368                 self.deadflag = DEAD_RESPAWNING;
369                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
370                 {
371                         self.pos1 = self.origin;
372                         self.pos2 = self.angles;
373                 }
374                 self.event_damage = func_null;
375                 self.takedamage = DAMAGE_NO;
376                 setorigin(self, self.pos1);
377                 self.angles = self.pos2;
378                 self.health = self.max_health;
379                 setmodel(self, "null");
380         }
381         else
382         {
383                 // number of monsters spawned with mobspawn command
384                 totalspawned -= 1;
385
386                 if(IS_CLIENT(self.realowner))
387                         self.realowner.monstercount -= 1;
388
389                 SUB_SetFade(self, time + 3, 1);
390         }
391 }
392
393 float Monster_CanJump (vector vel)
394 {
395         if(self.state)
396                 return FALSE; // already attacking
397         if(!(self.flags & FL_ONGROUND))
398                 return FALSE; // not on the ground
399         if(self.health <= 0)
400                 return FALSE; // called when dead?
401         if(time < self.attack_finished_single)
402                 return FALSE; // still attacking
403
404         vector old = self.velocity;
405
406         self.velocity = vel;
407         tracetoss(self, self);
408         self.velocity = old;
409         if (trace_ent != self.enemy)
410                 return FALSE;
411
412         return TRUE;
413 }
414
415 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
416 {
417         if(!Monster_CanJump(vel))
418                 return FALSE;
419
420         self.frame = anm;
421         self.state = MONSTER_STATE_ATTACK_LEAP;
422         self.touch = touchfunc;
423         self.origin_z += 1;
424         self.velocity = vel;
425         self.flags &= ~FL_ONGROUND;
426
427         self.attack_finished_single = time + anim_finished;
428
429         return TRUE;
430 }
431
432 void monster_checkattack(entity e, entity targ)
433 {
434         if(e == world)
435                 return;
436         if(targ == world)
437                 return;
438
439         if(!e.monster_attackfunc)
440                 return;
441
442         if(time < e.attack_finished_single)
443                 return;
444
445         if(vlen(targ.origin - e.origin) <= e.attack_range)
446         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
447         {
448                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
449                 return;
450         }
451
452         if(vlen(targ.origin - e.origin) > e.attack_range)
453         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
454         {
455                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
456                 return;
457         }
458 }
459
460 void monster_use ()
461 {
462         if(!self.enemy)
463         if(self.health > 0)
464         if(monster_isvalidtarget(activator, self))
465                 self.enemy = activator;
466 }
467
468 .float last_trace;
469 .float last_enemycheck; // for checking enemy
470 vector monster_pickmovetarget(entity targ)
471 {
472         // enemy is always preferred target
473         if(self.enemy)
474         {
475                 makevectors(self.angles);
476                 self.monster_movestate = MONSTER_MOVE_ENEMY;
477                 self.last_trace = time + 1.2;
478                 return self.enemy.origin;
479         }
480
481         switch(self.monster_moveflags)
482         {
483                 case MONSTER_MOVE_OWNER:
484                 {
485                         self.monster_movestate = MONSTER_MOVE_OWNER;
486                         self.last_trace = time + 0.3;
487                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
488                 }
489                 case MONSTER_MOVE_SPAWNLOC:
490                 {
491                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
492                         self.last_trace = time + 2;
493                         return self.pos1;
494                 }
495                 case MONSTER_MOVE_NOMOVE:
496                 {
497                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
498                         self.last_trace = time + 2;
499                         return self.origin;
500                 }
501                 default:
502                 case MONSTER_MOVE_WANDER:
503                 {
504                         vector pos;
505                         self.monster_movestate = MONSTER_MOVE_WANDER;
506                         self.last_trace = time + 2;
507
508                         self.angles_y = rint(random() * 500);
509                         makevectors(self.angles);
510                         pos = self.origin + v_forward * 600;
511
512                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
513                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
514                         {
515                                 pos_z = random() * 200;
516                                 if(random() >= 0.5)
517                                         pos_z *= -1;
518                         }
519
520                         if(targ)
521                         {
522                                 self.last_trace = time + 0.5;
523                                 pos = targ.origin;
524                         }
525
526                         return pos;
527                 }
528         }
529 }
530
531 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
532 {
533         fixedmakevectors(self.angles);
534
535         if(self.target2)
536                 self.goalentity = find(world, targetname, self.target2);
537
538         entity targ;
539
540         if(self.frozen == 2)
541         {
542                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
543                 self.health = max(1, self.revive_progress * self.max_health);
544                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
545
546                 WaypointSprite_UpdateHealth(self.sprite, self.health);
547
548                 movelib_beak_simple(stopspeed);
549                 self.frame = manim_idle;
550
551                 self.enemy = world;
552                 self.nextthink = time + self.ticrate;
553
554                 if(self.revive_progress >= 1)
555                         Unfreeze(self);
556
557                 return;
558         }
559         else if(self.frozen == 3)
560         {
561                 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
562                 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
563
564                 WaypointSprite_UpdateHealth(self.sprite, self.health);
565
566                 movelib_beak_simple(stopspeed);
567                 self.frame = manim_idle;
568
569                 self.enemy = world;
570                 self.nextthink = time + self.ticrate;
571
572                 if(self.health < 1)
573                 {
574                         Unfreeze(self);
575                         self.health = 0;
576                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
577                 }
578
579                 else if ( self.revive_progress <= 0 )
580                         Unfreeze(self);
581
582                 return;
583         }
584
585         if(self.flags & FL_SWIM)
586         {
587                 if(self.waterlevel < WATERLEVEL_WETFEET)
588                 {
589                         if(time >= self.last_trace)
590                         {
591                                 self.fish_wasdrowning = TRUE;
592                                 self.last_trace = time + 0.4;
593
594                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
595                                 self.angles = '90 90 0';
596                                 if(random() < 0.5)
597                                 {
598                                         self.velocity_y += random() * 50;
599                                         self.velocity_x -= random() * 50;
600                                 }
601                                 else
602                                 {
603                                         self.velocity_y -= random() * 50;
604                                         self.velocity_x += random() * 50;
605                                 }
606                                 self.velocity_z += random() * 150;
607                         }
608
609
610                         self.movetype = MOVETYPE_BOUNCE;
611                         //self.velocity_z = -200;
612
613                         return;
614                 }
615                 else if(self.fish_wasdrowning)
616                 {
617                         self.fish_wasdrowning = FALSE;
618                         self.angles_x = 0;
619                         self.movetype = MOVETYPE_WALK;
620                 }
621         }
622
623         targ = self.goalentity;
624
625         monster_target = targ;
626         monster_speed_run = runspeed;
627         monster_speed_walk = walkspeed;
628
629         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
630         {
631                 runspeed = walkspeed = 0;
632                 if(time >= self.spawn_time)
633                         self.frame = manim_idle;
634                 movelib_beak_simple(stopspeed);
635                 return;
636         }
637
638         targ = monster_target;
639         runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
640         walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
641
642         if(time < self.spider_slowness)
643         {
644                 runspeed *= 0.5;
645                 walkspeed *= 0.5;
646         }
647
648         if(teamplay)
649         if(autocvar_g_monsters_teams)
650         if(DIFF_TEAM(self.monster_owner, self))
651                 self.monster_owner = world;
652
653         if(self.enemy && self.enemy.health < 1)
654                 self.enemy = world; // enough!
655
656         if(time >= self.last_enemycheck)
657         {
658                 if(!monster_isvalidtarget(self.enemy, self))
659                         self.enemy = world;
660
661                 if(!self.enemy)
662                 {
663                         self.enemy = FindTarget(self);
664                         if(self.enemy)
665                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
666                 }
667
668                 self.last_enemycheck = time + 0.5;
669         }
670
671         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
672                 self.state = 0;
673
674         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
675         if(time >= self.last_trace || self.enemy) // update enemy instantly
676                 self.moveto = monster_pickmovetarget(targ);
677
678         if(!self.enemy)
679                 MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
680
681         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
682                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
683
684         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
685         {
686                 self.state = 0;
687                 self.touch = MonsterTouch;
688         }
689
690         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
691
692         float turny = 0;
693         vector real_angle = vectoangles(self.steerto) - self.angles;
694
695         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
696                 turny = 20;
697
698         if(self.flags & FL_SWIM)
699                 turny = vlen(self.angles - self.moveto);
700
701         if(turny)
702         {
703                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
704                 self.angles_y += turny;
705         }
706
707         if(self.state == MONSTER_STATE_ATTACK_MELEE)
708                 self.moveto = self.origin;
709
710         if(self.enemy && self.enemy.vehicle)
711                 runspeed = 0;
712
713         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
714                 v_forward = normalize(self.moveto - self.origin);
715         else
716                 self.moveto_z = self.origin_z;
717
718         if(vlen(self.origin - self.moveto) > 64)
719         {
720                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
721                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
722                 else
723                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
724
725                 if(time > self.pain_finished)
726                 if(time > self.attack_finished_single)
727                 if(vlen(self.velocity) > 10)
728                         self.frame = ((self.enemy) ? manim_run : manim_walk);
729                 else
730                         self.frame = manim_idle;
731         }
732         else
733         {
734                 entity e = find(world, targetname, self.target2);
735                 if(e.target2)
736                         self.target2 = e.target2;
737                 else if(e.target)
738                         self.target2 = e.target;
739
740                 movelib_beak_simple(stopspeed);
741                 if(time > self.attack_finished_single)
742                 if(time > self.pain_finished)
743                 if (vlen(self.velocity) <= 30)
744                         self.frame = manim_idle;
745         }
746
747         monster_checkattack(self, self.enemy);
748 }
749
750 void monster_remove(entity mon)
751 {
752         if(!mon)
753                 return; // nothing to remove
754
755         pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
756
757         if(mon.weaponentity)
758                 remove(mon.weaponentity);
759
760         if(mon.iceblock)
761                 remove(mon.iceblock);
762
763         WaypointSprite_Kill(mon.sprite);
764
765         remove(mon);
766 }
767
768 void monster_dead_think()
769 {
770         self.nextthink = time + self.ticrate;
771
772         CSQCMODEL_AUTOUPDATE();
773
774         if(self.ltime != 0)
775         if(time >= self.ltime)
776         {
777                 Monster_Fade();
778                 return;
779         }
780 }
781
782 void monsters_setstatus()
783 {
784         self.stat_monsters_total = monsters_total;
785         self.stat_monsters_killed = monsters_killed;
786 }
787
788 void Monster_Appear()
789 {
790         self.enemy = activator;
791         self.spawnflags &= ~MONSTERFLAG_APPEAR;
792         self.monster_spawnfunc();
793 }
794
795 float Monster_CheckAppearFlags(entity ent)
796 {
797         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
798                 return FALSE;
799
800         ent.think = func_null;
801         ent.nextthink = 0;
802         ent.use = Monster_Appear;
803         ent.flags = FL_MONSTER; // set so this monster can get butchered
804
805         return TRUE;
806 }
807
808 void monsters_reset()
809 {
810         setorigin(self, self.pos1);
811         self.angles = self.pos2;
812
813         Unfreeze(self); // remove any icy remains
814
815         self.health = self.max_health;
816         self.velocity = '0 0 0';
817         self.enemy = world;
818         self.goalentity = world;
819         self.attack_finished_single = 0;
820         self.moveto = self.origin;
821 }
822
823 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
824 {
825         self.health -= damage;
826
827         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
828
829         if(self.health <= -100) // 100 health until gone?
830         {
831                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
832
833                 // number of monsters spawned with mobspawn command
834                 totalspawned -= 1;
835
836                 if(IS_CLIENT(self.realowner))
837                         self.realowner.monstercount -= 1;
838
839                 self.think = SUB_Remove;
840                 self.nextthink = time + 0.1;
841         }
842 }
843
844 void monster_die(entity attacker, float gibbed)
845 {
846         self.think = monster_dead_think;
847         self.nextthink = time;
848         self.ltime = time + 5;
849
850         if(self.frozen)
851         {
852                 Unfreeze(self); // remove any icy remains
853                 self.health = 0; // reset by Unfreeze
854         }
855
856         monster_dropitem();
857
858         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
859
860         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
861                 monsters_killed += 1;
862
863         if(IS_PLAYER(attacker))
864         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
865                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
866
867         if(gibbed)
868         {
869                 // number of monsters spawned with mobspawn command
870                 totalspawned -= 1;
871
872                 if(IS_CLIENT(self.realowner))
873                         self.realowner.monstercount -= 1;
874         }
875
876         if(self.candrop && self.weapon)
877                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
878
879         self.event_damage       = monsters_corpse_damage;
880         self.solid                      = SOLID_CORPSE;
881         self.takedamage         = DAMAGE_AIM;
882         self.deadflag           = DEAD_DEAD;
883         self.enemy                      = world;
884         self.movetype           = MOVETYPE_TOSS;
885         self.moveto                     = self.origin;
886         self.touch                      = MonsterTouch; // reset incase monster was pouncing
887         self.reset                      = func_null;
888         self.state                      = 0;
889         self.attack_finished_single = 0;
890
891         if(!(self.flags & FL_FLY))
892                 self.velocity = '0 0 0';
893
894         MON_ACTION(self.monsterid, MR_DEATH);
895 }
896
897 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
898 {
899         if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
900                 return;
901
902         if(time < self.pain_finished && deathtype != DEATH_KILL)
903                 return;
904
905         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
906                 return;
907
908         vector v;
909         float take, save;
910
911         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
912         take = v_x;
913         save = v_y;
914
915         self.health -= take;
916
917         WaypointSprite_UpdateHealth(self.sprite, self.health);
918
919         self.dmg_time = time;
920
921         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
922                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
923
924         self.velocity += force * self.damageforcescale;
925
926         if(deathtype != DEATH_DROWN)
927         {
928                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
929                 if (take > 50)
930                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
931                 if (take > 100)
932                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
933         }
934
935         if(self.health <= 0)
936         {
937                 if(deathtype == DEATH_KILL)
938                         self.candrop = FALSE; // killed by mobkill command
939
940                 // TODO: fix this?
941                 activator = attacker;
942                 other = self.enemy;
943                 SUB_UseTargets();
944                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
945
946                 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
947
948                 WaypointSprite_Kill(self.sprite);
949
950                 frag_attacker = attacker;
951                 frag_target = self;
952                 MUTATOR_CALLHOOK(MonsterDies);
953
954                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
955                 {
956                         Violence_GibSplash(self, 1, 0.5, attacker);
957
958                         self.think = SUB_Remove;
959                         self.nextthink = time + 0.1;
960                 }
961         }
962 }
963
964 void monster_setupcolors()
965 {
966         if(IS_PLAYER(self.monster_owner))
967                 self.colormap = self.monster_owner.colormap;
968         else if(teamplay && self.team)
969                 self.colormap = 1024 + (self.team - 1) * 17;
970         else
971         {
972                 if(self.monster_skill <= MONSTER_SKILL_EASY)
973                         self.colormap = 1029;
974                 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
975                         self.colormap = 1027;
976                 else if(self.monster_skill <= MONSTER_SKILL_HARD)
977                         self.colormap = 1038;
978                 else if(self.monster_skill <= MONSTER_SKILL_INSANE)
979                         self.colormap = 1028;
980                 else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
981                         self.colormap = 1032;
982                 else
983                         self.colormap = 1024;
984         }
985 }
986
987 void monster_think()
988 {
989         self.think = monster_think;
990         self.nextthink = self.ticrate;
991
992         if(self.ltime)
993         if(time >= self.ltime)
994         {
995                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
996                 return;
997         }
998
999         MON_ACTION(self.monsterid, MR_THINK);
1000
1001         CSQCMODEL_AUTOUPDATE();
1002 }
1003
1004 float monster_spawn()
1005 {
1006         MON_ACTION(self.monsterid, MR_SETUP);
1007
1008         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1009         {
1010                 Monster_CheckMinibossFlag();
1011                 self.health *= Monster_SkillModifier();
1012         }
1013
1014         self.max_health = self.health;
1015         self.pain_finished = self.nextthink;
1016
1017         if(IS_PLAYER(self.monster_owner))
1018                 self.effects |= EF_DIMLIGHT;
1019
1020         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1021         if(!self.skin)
1022                 self.skin = rint(random() * 4);
1023
1024         if(!self.attack_range)
1025                 self.attack_range = autocvar_g_monsters_attack_range;
1026
1027         precache_monstersounds();
1028         UpdateMonsterSounds();
1029
1030         if(teamplay)
1031                 self.monster_attack = TRUE; // we can have monster enemies in team games
1032
1033         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1034
1035         WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
1036         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1037         WaypointSprite_UpdateHealth(self.sprite, self.health);
1038
1039         self.think = monster_think;
1040         self.nextthink = time + self.ticrate;
1041
1042         if(MUTATOR_CALLHOOK(MonsterSpawn))
1043                 return FALSE;
1044
1045         return TRUE;
1046 }
1047
1048 float monster_initialize(float mon_id, float nodrop)
1049 {
1050         if(!autocvar_g_monsters)
1051                 return FALSE;
1052
1053         entity mon = get_monsterinfo(mon_id);
1054
1055         if(!self.monster_skill)
1056                 self.monster_skill = cvar("g_monsters_skill");
1057
1058         // support for quake style removing monsters based on skill
1059         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1060         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1061         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1062
1063         if(self.team && !teamplay)
1064                 self.team = 0;
1065
1066         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1067         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1068                 monsters_total += 1;
1069
1070         setmodel(self, mon.model);
1071         setsize(self, mon.mins, mon.maxs);
1072         self.flags                              = FL_MONSTER;
1073         self.takedamage                 = DAMAGE_AIM;
1074         self.bot_attack                 = TRUE;
1075         self.iscreature                 = TRUE;
1076         self.teleportable               = TRUE;
1077         self.damagedbycontents  = TRUE;
1078         self.monsterid                  = mon_id;
1079         self.damageforcescale   = 0;
1080         self.event_damage               = monsters_damage;
1081         self.touch                              = MonsterTouch;
1082         self.use                                = monster_use;
1083         self.solid                              = SOLID_BBOX;
1084         self.movetype                   = MOVETYPE_WALK;
1085         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1086         self.enemy                              = world;
1087         self.velocity                   = '0 0 0';
1088         self.moveto                             = self.origin;
1089         self.pos1                               = self.origin;
1090         self.pos2                               = self.angles;
1091         self.reset                              = monsters_reset;
1092         self.netname                    = mon.netname;
1093         self.monster_name               = M_NAME(mon_id);
1094         self.candrop                    = TRUE;
1095         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1096         self.oldtarget2                 = self.target2;
1097         self.deadflag                   = DEAD_NO;
1098         self.scale                              = 1;
1099         self.noalign                    = nodrop;
1100         self.spawn_time                 = time;
1101         self.spider_slowness    = 0;
1102         self.gravity                    = 1;
1103         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1104
1105         if(autocvar_g_fullbrightplayers)
1106                 self.effects |= EF_FULLBRIGHT;
1107
1108         if(autocvar_g_nodepthtestplayers)
1109                 self.effects |= EF_NODEPTHTEST;
1110
1111         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1112                 self.flags |= FL_SWIM;
1113
1114         if(mon.spawnflags & MONSTER_TYPE_FLY)
1115         {
1116                 self.flags |= FL_FLY;
1117                 self.movetype = MOVETYPE_FLY;
1118         }
1119
1120         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1121                 self.scale = 1.3;
1122
1123         if(!self.ticrate)
1124                 self.ticrate = autocvar_g_monsters_think_delay;
1125
1126         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1127
1128         if(!self.m_armor_blockpercent)
1129                 self.m_armor_blockpercent = 0.5;
1130
1131         if(!self.target_range)
1132                 self.target_range = autocvar_g_monsters_target_range;
1133
1134         if(!self.respawntime)
1135                 self.respawntime = autocvar_g_monsters_respawn_delay;
1136
1137         if(!self.monster_moveflags)
1138                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1139
1140         if(!self.noalign)
1141         {
1142                 setorigin(self, self.origin + '0 0 20');
1143                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1144                 setorigin(self, trace_endpos);
1145         }
1146
1147         if(!monster_spawn())
1148                 return FALSE;
1149
1150         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1151                 monster_setupcolors();
1152
1153         CSQCMODEL_AUTOINIT();
1154
1155         return TRUE;
1156 }