]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/sv_monsters.qc
Merge branch 'master' into Mario/monsters
[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                 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
388                                 self.realowner.monstercount -= 1;
389
390                 SUB_SetFade(self, time + 3, 1);
391         }
392 }
393
394 float Monster_CanJump (vector vel)
395 {
396         if(self.state)
397                 return FALSE; // already attacking
398         if(!(self.flags & FL_ONGROUND))
399                 return FALSE; // not on the ground
400         if(self.health <= 0)
401                 return FALSE; // called when dead?
402         if(time < self.attack_finished_single)
403                 return FALSE; // still attacking
404
405         vector old = self.velocity;
406
407         self.velocity = vel;
408         tracetoss(self, self);
409         self.velocity = old;
410         if (trace_ent != self.enemy)
411                 return FALSE;
412
413         return TRUE;
414 }
415
416 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
417 {
418         if(!Monster_CanJump(vel))
419                 return FALSE;
420
421         self.frame = anm;
422         self.state = MONSTER_STATE_ATTACK_LEAP;
423         self.touch = touchfunc;
424         self.origin_z += 1;
425         self.velocity = vel;
426         self.flags &= ~FL_ONGROUND;
427
428         self.attack_finished_single = time + anim_finished;
429
430         return TRUE;
431 }
432
433 void monster_checkattack(entity e, entity targ)
434 {
435         if(e == world)
436                 return;
437         if(targ == world)
438                 return;
439
440         if(!e.monster_attackfunc)
441                 return;
442
443         if(time < e.attack_finished_single)
444                 return;
445
446         if(vlen(targ.origin - e.origin) <= e.attack_range)
447         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
448         {
449                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
450                 return;
451         }
452
453         if(vlen(targ.origin - e.origin) > e.attack_range)
454         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
455         {
456                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
457                 return;
458         }
459 }
460
461 void monster_use ()
462 {
463         if(!self.enemy)
464         if(self.health > 0)
465         if(monster_isvalidtarget(activator, self))
466                 self.enemy = activator;
467 }
468
469 .float last_trace;
470 .float last_enemycheck; // for checking enemy
471 vector monster_pickmovetarget(entity targ)
472 {
473         // enemy is always preferred target
474         if(self.enemy)
475         {
476                 makevectors(self.angles);
477                 self.monster_movestate = MONSTER_MOVE_ENEMY;
478                 self.last_trace = time + 1.2;
479                 return self.enemy.origin;
480         }
481
482         switch(self.monster_moveflags)
483         {
484                 case MONSTER_MOVE_OWNER:
485                 {
486                         self.monster_movestate = MONSTER_MOVE_OWNER;
487                         self.last_trace = time + 0.3;
488                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
489                 }
490                 case MONSTER_MOVE_SPAWNLOC:
491                 {
492                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
493                         self.last_trace = time + 2;
494                         return self.pos1;
495                 }
496                 case MONSTER_MOVE_NOMOVE:
497                 {
498                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
499                         self.last_trace = time + 2;
500                         return self.origin;
501                 }
502                 default:
503                 case MONSTER_MOVE_WANDER:
504                 {
505                         vector pos;
506                         self.monster_movestate = MONSTER_MOVE_WANDER;
507                         self.last_trace = time + 2;
508
509                         self.angles_y = rint(random() * 500);
510                         makevectors(self.angles);
511                         pos = self.origin + v_forward * 600;
512
513                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
514                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
515                         {
516                                 pos_z = random() * 200;
517                                 if(random() >= 0.5)
518                                         pos_z *= -1;
519                         }
520
521                         if(targ)
522                         {
523                                 self.last_trace = time + 0.5;
524                                 pos = targ.origin;
525                         }
526
527                         return pos;
528                 }
529         }
530 }
531
532 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
533 {
534         fixedmakevectors(self.angles);
535
536         if(self.target2)
537                 self.goalentity = find(world, targetname, self.target2);
538
539         entity targ;
540
541         if(self.frozen)
542         {
543                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
544                 self.health = max(1, self.max_health * self.revive_progress);
545
546                 WaypointSprite_UpdateHealth(self.sprite, self.health);
547
548                 movelib_beak_simple(stopspeed);
549
550                 self.frame = manim_idle;
551
552                 self.enemy = world;
553                 self.nextthink = time + self.ticrate;
554
555                 if(self.revive_progress >= 1)
556                         Unfreeze(self); // wait for next think before attacking
557
558                 return; // no moving while frozen
559         }
560
561         if(self.flags & FL_SWIM)
562         {
563                 if(self.waterlevel < WATERLEVEL_WETFEET)
564                 {
565                         if(time >= self.last_trace)
566                         {
567                                 self.fish_wasdrowning = TRUE;
568                                 self.last_trace = time + 0.4;
569
570                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
571                                 self.angles = '90 90 0';
572                                 if(random() < 0.5)
573                                 {
574                                         self.velocity_y += random() * 50;
575                                         self.velocity_x -= random() * 50;
576                                 }
577                                 else
578                                 {
579                                         self.velocity_y -= random() * 50;
580                                         self.velocity_x += random() * 50;
581                                 }
582                                 self.velocity_z += random() * 150;
583                         }
584
585
586                         self.movetype = MOVETYPE_BOUNCE;
587                         //self.velocity_z = -200;
588
589                         return;
590                 }
591                 else if(self.fish_wasdrowning)
592                 {
593                         self.fish_wasdrowning = FALSE;
594                         self.angles_x = 0;
595                         self.movetype = MOVETYPE_WALK;
596                 }
597         }
598
599         targ = self.goalentity;
600
601         monster_target = targ;
602         monster_speed_run = runspeed;
603         monster_speed_walk = walkspeed;
604
605         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)
606         {
607                 runspeed = walkspeed = 0;
608                 if(time >= self.spawn_time)
609                         self.frame = manim_idle;
610                 movelib_beak_simple(stopspeed);
611                 return;
612         }
613
614         targ = monster_target;
615         runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
616         walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
617
618         if(time < self.spider_slowness)
619         {
620                 runspeed *= 0.5;
621                 walkspeed *= 0.5;
622         }
623
624         if(teamplay)
625         if(autocvar_g_monsters_teams)
626         if(DIFF_TEAM(self.monster_owner, self))
627                 self.monster_owner = world;
628
629         if(self.enemy && self.enemy.health < 1)
630                 self.enemy = world; // enough!
631
632         if(time >= self.last_enemycheck)
633         {
634                 if(!monster_isvalidtarget(self.enemy, self))
635                         self.enemy = world;
636
637                 if(!self.enemy)
638                 {
639                         self.enemy = FindTarget(self);
640                         if(self.enemy)
641                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
642                 }
643
644                 self.last_enemycheck = time + 0.5;
645         }
646
647         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
648                 self.state = 0;
649
650         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
651         if(time >= self.last_trace || self.enemy) // update enemy instantly
652                 self.moveto = monster_pickmovetarget(targ);
653
654         if(!self.enemy)
655                 MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
656
657         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
658                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
659
660         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
661         {
662                 self.state = 0;
663                 self.touch = MonsterTouch;
664         }
665
666         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
667
668         float turny = 0;
669         vector real_angle = vectoangles(self.steerto) - self.angles;
670
671         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
672                 turny = 20;
673
674         if(self.flags & FL_SWIM)
675                 turny = vlen(self.angles - self.moveto);
676
677         if(turny)
678         {
679                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
680                 self.angles_y += turny;
681         }
682
683         if(self.state == MONSTER_STATE_ATTACK_MELEE)
684                 self.moveto = self.origin;
685
686         if(self.enemy && self.enemy.vehicle)
687                 runspeed = 0;
688
689         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
690                 v_forward = normalize(self.moveto - self.origin);
691         else
692                 self.moveto_z = self.origin_z;
693
694         if(vlen(self.origin - self.moveto) > 64)
695         {
696                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
697                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
698                 else
699                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
700
701                 if(time > self.pain_finished)
702                 if(time > self.attack_finished_single)
703                 if(vlen(self.velocity) > 10)
704                         self.frame = ((self.enemy) ? manim_run : manim_walk);
705                 else
706                         self.frame = manim_idle;
707         }
708         else
709         {
710                 entity e = find(world, targetname, self.target2);
711                 if(e.target2)
712                         self.target2 = e.target2;
713                 else if(e.target)
714                         self.target2 = e.target;
715
716                 movelib_beak_simple(stopspeed);
717                 if(time > self.attack_finished_single)
718                 if(time > self.pain_finished)
719                 if (vlen(self.velocity) <= 30)
720                         self.frame = manim_idle;
721         }
722
723         monster_checkattack(self, self.enemy);
724 }
725
726 void monster_remove(entity mon)
727 {
728         if(!mon)
729                 return; // nothing to remove
730
731         pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
732
733         if(mon.weaponentity)
734                 remove(mon.weaponentity);
735
736         if(mon.iceblock)
737                 remove(mon.iceblock);
738
739         WaypointSprite_Kill(mon.sprite);
740
741         remove(mon);
742 }
743
744 void monster_dead_think()
745 {
746         self.nextthink = time + self.ticrate;
747
748         CSQCMODEL_AUTOUPDATE();
749
750         if(self.ltime != 0)
751         if(time >= self.ltime)
752         {
753                 Monster_Fade();
754                 return;
755         }
756 }
757
758 void monsters_setstatus()
759 {
760         self.stat_monsters_total = monsters_total;
761         self.stat_monsters_killed = monsters_killed;
762 }
763
764 void Monster_Appear()
765 {
766         self.enemy = activator;
767         self.spawnflags &= ~MONSTERFLAG_APPEAR;
768         self.monster_spawnfunc();
769 }
770
771 float Monster_CheckAppearFlags(entity ent)
772 {
773         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
774                 return FALSE;
775
776         ent.think = func_null;
777         ent.nextthink = 0;
778         ent.use = Monster_Appear;
779         ent.flags = FL_MONSTER; // set so this monster can get butchered
780
781         return TRUE;
782 }
783
784 void monsters_reset()
785 {
786         setorigin(self, self.pos1);
787         self.angles = self.pos2;
788
789         Unfreeze(self); // remove any icy remains
790
791         self.health = self.max_health;
792         self.velocity = '0 0 0';
793         self.enemy = world;
794         self.goalentity = world;
795         self.attack_finished_single = 0;
796         self.moveto = self.origin;
797 }
798
799 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
800 {
801         self.health -= damage;
802
803         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
804
805         if(self.health <= -100) // 100 health until gone?
806         {
807                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
808
809                 if(IS_CLIENT(self.realowner))
810                 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
811                         self.realowner.monstercount -= 1;
812
813                 self.think = SUB_Remove;
814                 self.nextthink = time + 0.1;
815         }
816 }
817
818 void monster_die(entity attacker, float gibbed)
819 {
820         self.think = monster_dead_think;
821         self.nextthink = time;
822         self.ltime = time + 5;
823
824         if ( self.frozen )
825         {
826                 Unfreeze(self); // remove any icy remains
827                 self.health = 0; // reset by Unfreeze
828         }
829
830         monster_dropitem();
831
832         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
833
834         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
835                 monsters_killed += 1;
836
837         if(IS_PLAYER(attacker))
838         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
839                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
840
841         if(!Monster_CanRespawn(self) && gibbed)
842         {
843                 // number of monsters spawned with mobspawn command
844                 totalspawned -= 1;
845
846                 if(IS_CLIENT(self.realowner))
847                 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
848                         self.realowner.monstercount -= 1;
849         }
850
851         if(self.candrop && self.weapon)
852                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
853
854         self.event_damage       = monsters_corpse_damage;
855         self.solid                      = SOLID_CORPSE;
856         self.takedamage         = DAMAGE_AIM;
857         self.deadflag           = DEAD_DEAD;
858         self.enemy                      = world;
859         self.movetype           = MOVETYPE_TOSS;
860         self.moveto                     = self.origin;
861         self.touch                      = MonsterTouch; // reset incase monster was pouncing
862         self.reset                      = func_null;
863         self.state                      = 0;
864         self.attack_finished_single = 0;
865
866         if(!(self.flags & FL_FLY))
867                 self.velocity = '0 0 0';
868
869         MON_ACTION(self.monsterid, MR_DEATH);
870 }
871
872 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
873 {
874
875         if(self.frozen && deathtype != DEATH_KILL)
876                 return;
877
878         if(time < self.pain_finished && deathtype != DEATH_KILL)
879                 return;
880
881         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
882                 return;
883
884         vector v;
885         float take, save;
886
887         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
888         take = v_x;
889         save = v_y;
890
891         self.health -= take;
892
893         WaypointSprite_UpdateHealth(self.sprite, self.health);
894
895         self.dmg_time = time;
896
897         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
898                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
899
900         self.velocity += force * self.damageforcescale;
901
902         if(deathtype != DEATH_DROWN)
903         {
904                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
905                 if (take > 50)
906                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
907                 if (take > 100)
908                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
909         }
910
911         if(self.health <= 0)
912         {
913                 if(deathtype == DEATH_KILL)
914                         self.candrop = FALSE; // killed by mobkill command
915
916                 // TODO: fix this?
917                 activator = attacker;
918                 other = self.enemy;
919                 SUB_UseTargets();
920                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
921
922                 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
923
924                 WaypointSprite_Kill(self.sprite);
925
926                 frag_attacker = attacker;
927                 frag_target = self;
928                 MUTATOR_CALLHOOK(MonsterDies);
929
930                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
931                 {
932                         Violence_GibSplash(self, 1, 0.5, attacker);
933
934                         self.think = SUB_Remove;
935                         self.nextthink = time + 0.1;
936                 }
937         }
938 }
939
940 void monster_setupcolors()
941 {
942         if(IS_PLAYER(self.monster_owner))
943                 self.colormap = self.monster_owner.colormap;
944         else if(teamplay && self.team)
945                 self.colormap = 1024 + (self.team - 1) * 17;
946         else
947         {
948                 if(self.monster_skill <= MONSTER_SKILL_EASY)
949                         self.colormap = 1029;
950                 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
951                         self.colormap = 1027;
952                 else if(self.monster_skill <= MONSTER_SKILL_HARD)
953                         self.colormap = 1038;
954                 else if(self.monster_skill <= MONSTER_SKILL_INSANE)
955                         self.colormap = 1028;
956                 else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
957                         self.colormap = 1032;
958                 else
959                         self.colormap = 1024;
960         }
961 }
962
963 void monster_think()
964 {
965         self.think = monster_think;
966         self.nextthink = self.ticrate;
967
968         if(self.ltime)
969         if(time >= self.ltime)
970         {
971                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
972                 return;
973         }
974
975         MON_ACTION(self.monsterid, MR_THINK);
976
977         CSQCMODEL_AUTOUPDATE();
978 }
979
980 float monster_spawn()
981 {
982         MON_ACTION(self.monsterid, MR_SETUP);
983
984         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
985         {
986                 Monster_CheckMinibossFlag();
987                 self.health *= Monster_SkillModifier();
988         }
989
990         self.max_health = self.health;
991         self.pain_finished = self.nextthink;
992
993         if(IS_PLAYER(self.monster_owner))
994                 self.effects |= EF_DIMLIGHT;
995
996         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
997         if(!self.skin)
998                 self.skin = rint(random() * 4);
999
1000         if(!self.attack_range)
1001                 self.attack_range = autocvar_g_monsters_attack_range;
1002
1003         precache_monstersounds();
1004         UpdateMonsterSounds();
1005
1006         if(teamplay)
1007                 self.monster_attack = TRUE; // we can have monster enemies in team games
1008
1009         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1010
1011         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'));
1012         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1013         WaypointSprite_UpdateHealth(self.sprite, self.health);
1014
1015         self.think = monster_think;
1016         self.nextthink = time + self.ticrate;
1017
1018         if(MUTATOR_CALLHOOK(MonsterSpawn))
1019                 return FALSE;
1020
1021         return TRUE;
1022 }
1023
1024 float monster_initialize(float mon_id, float nodrop)
1025 {
1026         if(!autocvar_g_monsters)
1027                 return FALSE;
1028
1029         entity mon = get_monsterinfo(mon_id);
1030
1031         if(!self.monster_skill)
1032                 self.monster_skill = cvar("g_monsters_skill");
1033
1034         // support for quake style removing monsters based on skill
1035         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1036         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1037         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1038
1039         if(self.team && !teamplay)
1040                 self.team = 0;
1041
1042         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1043         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1044                 monsters_total += 1;
1045
1046         setmodel(self, mon.model);
1047         setsize(self, mon.mins, mon.maxs);
1048         self.flags                              = FL_MONSTER;
1049         self.takedamage                 = DAMAGE_AIM;
1050         self.bot_attack                 = TRUE;
1051         self.iscreature                 = TRUE;
1052         self.teleportable               = TRUE;
1053         self.damagedbycontents  = TRUE;
1054         self.monsterid                  = mon_id;
1055         self.damageforcescale   = 0;
1056         self.event_damage               = monsters_damage;
1057         self.touch                              = MonsterTouch;
1058         self.use                                = monster_use;
1059         self.solid                              = SOLID_BBOX;
1060         self.movetype                   = MOVETYPE_WALK;
1061         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1062         self.enemy                              = world;
1063         self.velocity                   = '0 0 0';
1064         self.moveto                             = self.origin;
1065         self.pos1                               = self.origin;
1066         self.pos2                               = self.angles;
1067         self.reset                              = monsters_reset;
1068         self.netname                    = mon.netname;
1069         self.monster_name               = M_NAME(mon_id);
1070         self.candrop                    = TRUE;
1071         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1072         self.oldtarget2                 = self.target2;
1073         self.deadflag                   = DEAD_NO;
1074         self.scale                              = 1;
1075         self.noalign                    = nodrop;
1076         self.spawn_time                 = time;
1077         self.spider_slowness    = 0;
1078         self.gravity                    = 1;
1079         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1080
1081         if(autocvar_g_fullbrightplayers)
1082                 self.effects |= EF_FULLBRIGHT;
1083
1084         if(autocvar_g_nodepthtestplayers)
1085                 self.effects |= EF_NODEPTHTEST;
1086
1087         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1088                 self.flags |= FL_SWIM;
1089
1090         if(mon.spawnflags & MONSTER_TYPE_FLY)
1091         {
1092                 self.flags |= FL_FLY;
1093                 self.movetype = MOVETYPE_FLY;
1094         }
1095
1096         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1097                 self.scale = 1.3;
1098
1099         if(!self.ticrate)
1100                 self.ticrate = autocvar_g_monsters_think_delay;
1101
1102         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1103
1104         if(!self.m_armor_blockpercent)
1105                 self.m_armor_blockpercent = 0.5;
1106
1107         if(!self.target_range)
1108                 self.target_range = autocvar_g_monsters_target_range;
1109
1110         if(!self.respawntime)
1111                 self.respawntime = autocvar_g_monsters_respawn_delay;
1112
1113         if(!self.monster_moveflags)
1114                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1115
1116         if(!self.noalign)
1117         {
1118                 setorigin(self, self.origin + '0 0 20');
1119                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1120                 setorigin(self, trace_endpos);
1121         }
1122
1123         if(!monster_spawn())
1124                 return FALSE;
1125
1126         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1127                 monster_setupcolors();
1128
1129         CSQCMODEL_AUTOINIT();
1130
1131         return TRUE;
1132 }