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Begin converting tower defense to a teamplay mode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void() spawnfunc_item_minst_cells;
4
5 void M_Item_Touch ()
6 {
7         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8         {
9                 Item_Touch();
10                 self.think = SUB_Remove;
11                 self.nextthink = time + 0.1;
12         }
13 }
14
15 void monster_item_spawn()
16 {
17         self.monster_delayedattack();
18         
19         self.gravity = 1;
20         self.velocity = randomvec() * 175 + '0 0 325';
21         self.touch = M_Item_Touch;
22         
23         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
24 }
25
26 void Monster_DropItem (string itype, string itemsize)
27 {
28         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
29         entity e = spawn();
30         
31         setorigin(e, org);
32         
33         switch(itype)
34         {
35                 case "armor":
36                 {
37                         switch(itemsize)
38                         {
39                                 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40                                 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41                                 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42                                 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
43                         }
44                         break; // break here?
45                 }
46                 case "health":
47                 {
48                         switch(itemsize)
49                         {
50                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
54                         }
55                         break; // break here?
56                 }
57                 case "ammo":
58                 {
59                         switch(itemsize)
60                         {
61                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
64                                 case "bullets":
65                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
66                         }
67                         break;
68                 }
69         }
70         
71         if(g_minstagib)
72                 e.monster_delayedattack = spawnfunc_item_minst_cells;
73                 
74         e.think = monster_item_spawn;
75         e.nextthink = time + 0.1;
76 }
77
78 void monsters_setframe(float _frame)
79 {
80         if(self.frame == _frame)
81                 return;
82                 
83         self.anim_start_time = time;
84         self.frame = _frame;
85         self.SendFlags |= MSF_ANIM;
86 }
87
88 float monster_isvalidtarget (entity targ, entity ent)
89 {
90         if(!targ || !ent)
91                 return FALSE; // someone doesn't exist
92                 
93         if(time < game_starttime)
94                 return FALSE; // monsters do nothing before the match has started
95                 
96         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
97         
98         if(vlen(targ.origin - ent.origin) >= ent.target_range)
99                 return FALSE; // enemy is too far away
100                 
101         if not(targ.vehicle_flags & VHF_ISVEHICLE)
102         if(trace_ent != targ)
103                 return FALSE; // we can't see the enemy
104                 
105         if(targ.takedamage == DAMAGE_NO)
106                 return FALSE; // enemy can't be damaged
107                 
108         if(targ.items & IT_INVISIBILITY)
109                 return FALSE; // enemy is invisible
110                 
111         if(substring(targ.classname, 0, 10) == "onslaught_")
112                 return FALSE; // don't attack onslaught targets
113         
114         if(IS_SPEC(targ) || IS_OBSERVER(targ))
115                 return FALSE; // enemy is a spectator
116         
117         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
118         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
119                 return FALSE; // enemy/self is dead
120         
121         if(targ.monster_owner == ent || ent.monster_owner == targ)
122                 return FALSE; // enemy owns us, or we own them
123         
124         if not(targ.vehicle_flags & VHF_ISVEHICLE)
125         if(targ.flags & FL_NOTARGET)
126                 return FALSE; // enemy can't be targetted
127         
128         if not(autocvar_g_monsters_typefrag)
129         if(targ.BUTTON_CHAT)
130                 return FALSE; // no typefragging!
131         
132         if not(IsDifferentTeam(targ, ent))
133                 return FALSE; // enemy is on our team
134                 
135         if(autocvar_g_monsters_target_infront)
136         if(ent.enemy != targ)
137         {
138                 float dot;
139
140                 makevectors (ent.angles);
141                 dot = normalize (targ.origin - ent.origin) * v_forward;
142                 
143                 if(dot <= 0.3)
144                         return FALSE;
145         }
146         
147         return TRUE;
148 }
149
150 entity FindTarget (entity ent) 
151 {
152         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
153         entity e;
154         
155         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
156         if(monster_isvalidtarget(e, ent))
157                 return e;
158
159         return world;
160 }
161
162 void MonsterTouch ()
163 {
164         if(other == world)
165                 return;
166                 
167         if(self.enemy != other)
168         if not(other.flags & FL_MONSTER)
169         if(monster_isvalidtarget(other, self))
170                 self.enemy = other;
171 }
172
173 void monster_sound(string msound, float sound_delay, float delaytoo)
174 {
175         if(delaytoo && time < self.msound_delay)
176                 return; // too early
177                 
178         if(msound == "")
179                 return; // sound doesn't exist
180
181         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
182
183         self.msound_delay = time + sound_delay;
184 }
185
186 void monster_precachesounds(entity e)
187 {
188         precache_sound(e.msound_idle);
189         precache_sound(e.msound_death);
190         precache_sound(e.msound_attack_melee);
191         precache_sound(e.msound_attack_ranged);
192         precache_sound(e.msound_sight);
193         precache_sound(e.msound_pain);
194 }
195
196 void monster_setupsounds(string mon)
197 {
198         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
199         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
200         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
201         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
202         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
203         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
204 }
205
206 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
207 {
208         float dot, rdmg = damg * random();
209
210         if (self.health <= 0)
211                 return;
212         if (targ == world)
213                 return;
214                 
215         if(dostop)
216         {
217                 self.velocity_x = 0;
218                 self.velocity_y = 0;
219                 self.state = MONSTER_STATE_ATTACK_MELEE;
220                 self.SendFlags |= MSF_MOVE;
221         }
222
223         makevectors (self.angles);
224         dot = normalize (targ.origin - self.origin) * v_forward;
225         
226         if(dot > er)
227                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
228 }
229
230 void Monster_CheckDropCvars (string mon)
231 {
232         if not(self.candrop)
233                 return; // forced off
234         
235         string dropitem;
236         string dropsize;
237         
238         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
239         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
240         
241         monster_dropitem = dropitem;
242         monster_dropsize = dropsize;
243         MUTATOR_CALLHOOK(MonsterDropItem);
244         dropitem = monster_dropitem;
245         dropsize = monster_dropsize;
246         
247         if(autocvar_g_monsters_forcedrop)
248                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
249         else if(dropitem != "")
250                 Monster_DropItem(dropitem, dropsize);      
251         else
252                 Monster_DropItem("armor", "medium");
253 }
254
255 void Monster_CheckMinibossFlag ()
256 {
257         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
258                 return;
259                 
260         float chance = random() * 100;
261
262         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
263         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
264         {
265                 self.health += autocvar_g_monsters_miniboss_healthboost;
266                 self.flags |= MONSTERFLAG_MINIBOSS;
267                 if not(self.weapon)
268                         self.weapon = WEP_NEX;
269         }
270 }
271
272 float Monster_CanRespawn(entity ent)
273 {
274         other = ent;
275         if(MUTATOR_CALLHOOK(MonsterRespawn))
276                 return TRUE; // enabled by a mutator
277                 
278         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279                 return FALSE;
280                 
281         if not(autocvar_g_monsters_respawn)
282                 return FALSE;
283                 
284         return TRUE;
285 }
286
287 void Monster_Fade ()
288 {
289         if(Monster_CanRespawn(self))
290         {
291                 self.monster_respawned = TRUE;
292                 self.think = self.monster_spawnfunc;
293                 self.nextthink = time + self.respawntime;
294                 self.deadflag = DEAD_RESPAWNING;
295                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
296                 {
297                         self.pos1 = self.origin;
298                         self.pos2 = self.angles;
299                 }
300                 self.event_damage = func_null;
301                 self.takedamage = DAMAGE_NO;
302                 setorigin(self, self.pos1);
303                 self.angles = self.pos2;
304                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
305                 
306                 self.SendFlags |= MSF_MOVE;
307                 self.SendFlags |= MSF_STATUS;
308                 
309                 return;
310         }
311         SUB_SetFade(self, time + 3, 1);
312 }
313
314 float Monster_CanJump (vector vel)
315 {
316         if(self.state)
317                 return FALSE; // already attacking
318         if not(self.flags & FL_ONGROUND)
319                 return FALSE; // not on the ground
320         if(self.health <= 0)
321                 return FALSE; // called when dead?
322         if(time < self.attack_finished_single)
323                 return FALSE; // still attacking
324
325         vector old = self.velocity;
326         
327         self.velocity = vel;
328         tracetoss(self, self);
329         self.velocity = old;
330         if (trace_ent != self.enemy)
331                 return FALSE;
332
333         return TRUE;
334 }
335
336 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
337 {
338         if(!Monster_CanJump(vel))
339                 return FALSE;
340                 
341         monsters_setframe(anm);
342         self.state = MONSTER_STATE_ATTACK_LEAP;
343         self.touch = touchfunc;
344         self.origin_z += 1;
345         self.velocity = vel;
346         self.flags &~= FL_ONGROUND;
347                 
348         self.attack_finished_single = time + anim_finished;
349         
350         return TRUE;
351 }
352
353 void monster_checkattack(entity e, entity targ)
354 {
355         if(e == world)
356                 return;
357         if(targ == world)
358         {
359                 e.monster_delayedattack = func_null;
360                 e.delay = -1;
361                 return;
362         }
363                 
364         if not(e.monster_attackfunc)
365                 return;
366                 
367         if(e.monster_delayedattack && e.delay != -1)
368         {
369                 if(time < e.delay)
370                         return;
371                         
372                 e.monster_delayedattack();
373                 
374                 return;
375         }
376         
377         if(time < e.attack_finished_single)
378                 return;
379                 
380         if(vlen(targ.origin - e.origin) <= e.attack_range)
381         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
382         {
383                 monster_sound(e.msound_attack_melee, 0, FALSE);
384                 return;
385         }
386         
387         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
388         {
389                 monster_sound(e.msound_attack_ranged, 0, FALSE);
390                 return;
391         }
392 }
393
394 void monster_makevectors(entity e)
395 {
396         vector v;
397                 
398         v = e.origin + (e.mins + e.maxs) * 0.5;
399         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
400         self.v_angle_x = -self.v_angle_x;
401         
402         makevectors(self.v_angle);
403 }
404
405 void monster_use ()
406 {
407         if (self.enemy)
408                 return;
409         if (self.health <= 0)
410                 return;
411
412         if(!monster_isvalidtarget(activator, self))
413                 return;
414
415         self.enemy = activator;
416 }
417
418 float trace_path(vector from, vector to)
419 {
420         vector dir = normalize(to - from) * 15, offset = '0 0 0';
421         float trace1 = trace_fraction;
422         
423         offset_x = dir_y;
424         offset_y = -dir_x;
425         traceline (from+offset, to+offset, TRUE, self);
426         
427         traceline(from-offset, to-offset, TRUE, self);
428                 
429         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
430 }
431
432 .float last_trace;
433 vector monster_pickmovetarget(entity targ)
434 {
435         // enemy is always preferred target
436         if(self.enemy)
437         {
438                 self.monster_movestate = MONSTER_MOVE_ENEMY;
439                 self.last_trace = time + 0.1;
440                 return self.enemy.origin;
441         }
442         
443         switch(self.monster_moveflags)
444         {
445                 case MONSTER_MOVE_OWNER:
446                 {
447                         self.monster_movestate = MONSTER_MOVE_OWNER;
448                         self.last_trace = time + 0.3;
449                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
450                                 return self.monster_owner.origin;
451                 }
452                 case MONSTER_MOVE_SPAWNLOC:
453                 {
454                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
455                         self.last_trace = time + 2;
456                         return self.pos1;
457                 }
458                 case MONSTER_MOVE_NOMOVE:
459                 {
460                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
461                         self.last_trace = time + 2;
462                         return self.origin;
463                 }
464                 default:
465                 case MONSTER_MOVE_WANDER:
466                 {
467                         vector pos;
468                         self.monster_movestate = MONSTER_MOVE_WANDER;
469                         self.last_trace = time + 2;
470                                 
471                         self.angles_y = random() * 500;
472                         makevectors(self.angles);
473                         pos = self.origin + v_forward * 600;
474                         
475                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
476                         {
477                                 pos_z = random() * 200;
478                                 if(random() >= 0.5)
479                                         pos_z *= -1;
480                         }
481                         
482                         if(targ)
483                         {
484                                 self.last_trace = time + 0.5;
485                                 pos = targ.origin;
486                         }
487                         
488                         return pos;
489                 }
490         }
491 }
492
493 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
494 {
495         if(self.target2)
496                 self.goalentity = find(world, targetname, self.target2);
497                 
498         entity targ;
499
500         if(self.frozen)
501         {
502                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
503                 self.health = max(1, self.max_health * self.revive_progress);
504                 
505                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
506                         
507                 movelib_beak_simple(stopspeed);
508                         
509                 self.velocity = '0 0 0';
510                 self.enemy = world;
511                 self.nextthink = time + 0.1;
512                 
513                 if(self.revive_progress >= 1)
514                         Unfreeze(self); // wait for next think before attacking
515                         
516                 self.SendFlags |= MSF_MOVE;
517                         
518                 return; // no moving while frozen
519         }
520         
521         if(self.flags & FL_SWIM)
522         {
523                 if(self.waterlevel < WATERLEVEL_WETFEET)
524                 {
525                         if(time >= self.last_trace)
526                         {
527                                 self.last_trace = time + 0.4;
528                                 
529                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
530                                 self.angles = '90 90 0';
531                                 if(random() < 0.5)
532                                 {
533                                         self.velocity_y += random() * 50;
534                                         self.velocity_x -= random() * 50;
535                                 }
536                                 else
537                                 {
538                                         self.velocity_y -= random() * 50;
539                                         self.velocity_x += random() * 50;
540                                 }
541                                 self.velocity_z += random() * 150;
542                         }
543                                 
544                         
545                         self.movetype = MOVETYPE_BOUNCE;
546                         //self.velocity_z = -200;
547                                 
548                         self.SendFlags |= MSF_MOVE | MSF_ANG;
549                         
550                         return;
551                 }
552                 else
553                 {
554                         self.angles = '0 0 0';
555                         self.movetype = MOVETYPE_WALK;
556                 }
557         }
558         
559         targ = self.goalentity;
560         
561         monster_target = targ;
562         monster_speed_run = runspeed;
563         monster_speed_walk = walkspeed;
564         
565         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)
566         {
567                 runspeed = walkspeed = 0;
568                 if(time >= self.spawn_time)
569                         monsters_setframe(manim_idle);
570                 movelib_beak_simple(stopspeed);
571                 self.SendFlags |= MSF_MOVE;
572                 return;
573         }
574         
575         targ = monster_target;
576         runspeed = monster_speed_run;
577         walkspeed = monster_speed_walk;
578                 
579         if(IsDifferentTeam(self.monster_owner, self))
580                 self.monster_owner = world;
581                 
582         if not(monster_isvalidtarget(self.enemy, self))
583                 self.enemy = world; // check enemy each think frame?
584                 
585         if not(self.enemy)
586         {
587                 self.enemy = FindTarget(self);
588                 if(self.enemy)
589                         monster_sound(self.msound_sight, 0, FALSE);
590         }
591         
592         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
593                 self.state = 0;
594                 
595         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
596         if(time >= self.last_trace || self.enemy) // update enemy instantly
597                 self.moveto = monster_pickmovetarget(targ);
598
599         if not(self.enemy)
600                 monster_sound(self.msound_idle, 5, TRUE);
601         
602         vector angles_face = vectoangles(self.moveto - self.origin);
603         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
604         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
605         
606         if(!(self.flags & FL_FLY || self.flags & FL_SWIM))
607                 self.moveto_z = self.origin_z;
608         
609         if(self.state != MONSTER_STATE_ATTACK_LEAP)
610                 self.angles_y = angles_face_y;
611         
612         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
613         {
614                 self.state = 0;
615                 self.touch = MonsterTouch;
616         }
617          
618         v_forward = normalize(self.moveto - self.origin);
619         
620         float l = vlen(self.moveto - self.origin);
621         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
622         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
623         
624         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
625         if(self.flags & FL_ONGROUND)
626                 movelib_jump_simple(100);
627
628         if(vlen(self.origin - self.moveto) > 64)
629         {
630                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
631                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
632                 else
633                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
634                 if(time > self.pain_finished)
635                 if(time > self.attack_finished_single)
636                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
637         }
638         else
639         {
640                 if(targ.target)
641                         self.target2 = targ.target;
642                 else if(targ.target2)
643                         self.target2 = targ.target2;
644                 else
645                 {
646                         movelib_beak_simple(stopspeed);
647                         if(time > self.attack_finished_single)
648                         if(time > self.pain_finished)
649                         if (vlen(self.velocity) <= 30)
650                         {
651                                 monsters_setframe(manim_idle);
652                                 if(self.enemy)
653                                         self.angles_y = enemy_face_y;
654                                 else
655                                         self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
656                         }
657                 }
658         }
659         
660         if(self.enemy)
661                 monster_checkattack(self, self.enemy);
662                 
663         self.SendFlags |= MSF_ANG;
664         self.SendFlags |= MSF_MOVE;
665 }
666
667 void monster_dead_think()
668 {
669         self.think = monster_dead_think;
670         self.nextthink = time + 0.3; // don't need to update so often now
671         
672         self.deadflag = DEAD_DEAD;
673
674         if(time >= self.ltime)
675         {
676                 Monster_Fade();
677                 return;
678         }
679         
680         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
681 }
682
683 void monsters_setstatus()
684 {
685         self.stat_monsters_total = monsters_total;
686         self.stat_monsters_killed = monsters_killed;
687 }
688
689 void Monster_Appear()
690 {
691         self.enemy = activator;
692         self.spawnflags &~= MONSTERFLAG_APPEAR;
693         self.monster_spawnfunc();
694 }
695
696 float Monster_CheckAppearFlags(entity ent)
697 {
698         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
699                 return FALSE;
700         
701         ent.think = func_null;
702         ent.nextthink = 0;
703         ent.use = Monster_Appear;
704         ent.flags = FL_MONSTER; // set so this monster can get butchered
705         
706         return TRUE;
707 }
708
709 void monsters_reset()
710 {
711         setorigin(self, self.pos1);
712         self.angles = self.pos2;
713         
714         self.health = self.max_health;
715         self.velocity = '0 0 0';
716         self.enemy = world;
717         self.goalentity = world;
718         self.attack_finished_single = 0;
719         self.moveto = self.origin;
720         
721         WaypointSprite_UpdateHealth(self.sprite, self.health);
722 }
723
724 float monster_send(entity to, float sf)
725 {
726         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
727         WriteByte(MSG_ENTITY, sf);
728         if(sf & MSF_SETUP)
729         {
730             WriteByte(MSG_ENTITY, self.monsterid);
731             
732             WriteCoord(MSG_ENTITY, self.origin_x);
733             WriteCoord(MSG_ENTITY, self.origin_y);
734             WriteCoord(MSG_ENTITY, self.origin_z);
735             
736             WriteAngle(MSG_ENTITY, self.angles_x);
737             WriteAngle(MSG_ENTITY, self.angles_y);
738                 
739                 WriteByte(MSG_ENTITY, self.skin);
740                 WriteByte(MSG_ENTITY, self.team);
741     }
742     
743     if(sf & MSF_ANG)
744     {
745         WriteShort(MSG_ENTITY, rint(self.angles_x));
746         WriteShort(MSG_ENTITY, rint(self.angles_y));
747     }
748     
749     if(sf & MSF_MOVE)
750     {
751         WriteShort(MSG_ENTITY, rint(self.origin_x));
752         WriteShort(MSG_ENTITY, rint(self.origin_y));
753         WriteShort(MSG_ENTITY, rint(self.origin_z));
754
755         WriteShort(MSG_ENTITY, rint(self.velocity_x));
756         WriteShort(MSG_ENTITY, rint(self.velocity_y));
757         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
758         
759         WriteShort(MSG_ENTITY, rint(self.angles_y));        
760     }
761     
762     if(sf & MSF_ANIM)
763     {
764         WriteCoord(MSG_ENTITY, self.anim_start_time);
765         WriteByte(MSG_ENTITY, self.frame);
766     }
767     
768     if(sf & MSF_STATUS)
769     {
770                 WriteByte(MSG_ENTITY, self.skin);
771                 
772         WriteByte(MSG_ENTITY, self.team);
773                 
774                 WriteByte(MSG_ENTITY, self.deadflag);
775         
776         if(self.health <= 0)
777             WriteByte(MSG_ENTITY, 0);
778         else
779             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
780     }
781     
782         return TRUE;
783 }
784
785 void monster_link(void() spawnproc)
786 {
787     Net_LinkEntity(self, TRUE, 0, monster_send);
788     self.think      = spawnproc;
789     self.nextthink  = time;
790 }
791
792 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
793 {
794         self.health -= damage;
795                 
796         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
797                 
798         if(self.health <= -100) // 100 health until gone?
799         {
800                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
801                 
802                 self.think = SUB_Remove;
803                 self.nextthink = time + 0.1;
804         }
805 }
806
807 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
808 {
809         if(self.frozen && deathtype != DEATH_KILL)
810                 return;
811                 
812         if(time < self.pain_finished && deathtype != DEATH_KILL)
813                 return;
814                 
815         if(time < self.spawnshieldtime)
816                 return;
817                 
818         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
819         if(monster_isvalidtarget(attacker, self))
820                 self.enemy = attacker;
821                 
822         if(deathtype != DEATH_KILL)
823                 damage *= self.armorvalue;
824                 
825         if(self.weaponentity && self.weaponentity.classname == "shield")
826                 self.weaponentity.health -= damage;
827                 
828         self.health -= damage;
829         
830         if(self.sprite)
831                 WaypointSprite_UpdateHealth(self.sprite, self.health);
832                 
833         self.dmg_time = time;
834
835         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
836                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
837         
838         self.velocity += force * self.damageforcescale;
839                 
840         if(deathtype != DEATH_DROWN)
841         {
842                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
843                 if (damage > 50)
844                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
845                 if (damage > 100)
846                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
847         }
848                 
849         if(self.health <= 0)
850         {        
851                 if(self.sprite)
852                 {
853                         // Update one more time to avoid waypoint fading without emptying healthbar
854                         WaypointSprite_UpdateHealth(self.sprite, 0);
855                 }
856                 
857                 if(deathtype == DEATH_KILL)
858                         self.candrop = FALSE; // killed by mobkill command
859                         
860                 // TODO: fix this?
861                 activator = attacker;
862                 other = self.enemy;
863                 SUB_UseTargets();
864                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
865         
866                 self.monster_die();
867                 
868                 frag_attacker = attacker;
869                 frag_target = self;
870                 MUTATOR_CALLHOOK(MonsterDies);
871                 
872                 if(self.health <= -100) // check if we're already gibbed
873                 {
874                         Violence_GibSplash(self, 1, 0.5, attacker);
875                 
876                         self.think = SUB_Remove;
877                         self.nextthink = time + 0.1;
878                 }
879         }
880         
881         self.SendFlags |= MSF_STATUS;
882 }
883
884 // used to hook into monster post death functions without a mutator
885 void monster_hook_death()
886 {
887         WaypointSprite_Kill(self.sprite);
888                 
889         if(self.weaponentity)
890         {
891                 remove(self.weaponentity);
892                 self.weaponentity = world;
893         }
894                 
895         monster_sound(self.msound_death, 0, FALSE);
896                 
897         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
898                 monsters_killed += 1;
899                 
900         if(self.candrop && self.weapon)
901                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
902                 
903         if(IS_CLIENT(self.realowner))
904                 self.realowner.monstercount -= 1;
905                 
906         self.event_damage       = monsters_corpse_damage;
907         self.solid                      = SOLID_CORPSE;
908         self.takedamage         = DAMAGE_AIM;
909         self.enemy                      = world;
910         self.movetype           = MOVETYPE_TOSS;
911         self.moveto                     = self.origin;
912         self.touch                      = MonsterTouch; // reset incase monster was pouncing
913         
914         if not(self.flags & FL_FLY)
915                 self.velocity = '0 0 0';
916         
917         self.SendFlags |= MSF_MOVE;
918                 
919         totalspawned -= 1;
920 }
921
922 // used to hook into monster post spawn functions without a mutator
923 void monster_hook_spawn()
924 {
925         if not(self.monster_respawned)
926                 Monster_CheckMinibossFlag();
927         
928         self.max_health = self.health;
929         self.pain_finished = self.nextthink;
930         self.anim_start_time = time;
931         
932         if not(self.noalign)
933         {
934                 setorigin(self, self.origin + '0 0 20');
935                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
936                 setorigin(self, trace_endpos);
937         }
938         
939         if not(self.monster_respawned)
940                 self.skin = rint(random() * 4);
941         
942         self.pos1 = self.origin;
943
944         monster_precachesounds(self);
945         
946         if(teamplay)
947                 self.monster_attack = TRUE; // we can have monster enemies in team games
948                 
949         if(autocvar_g_monsters_healthbars)
950         {
951                 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));    
952                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
953                 WaypointSprite_UpdateHealth(self.sprite, self.health);
954         }
955         
956         monster_sound(self.msound_spawn, 0, FALSE);
957
958         MUTATOR_CALLHOOK(MonsterSpawn);
959         
960         self.SendFlags = MSF_SETUP;
961 }
962
963 float monster_initialize(string  net_name, float mon_id,
964                                                  vector  min_s,
965                                                  vector  max_s,
966                                                  float   nodrop,
967                                                  void() dieproc,
968                                                  void() spawnproc)
969 {
970         if not(autocvar_g_monsters)
971                 return FALSE;
972                 
973         // support for quake style removing monsters based on skill
974         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
975         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
976         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
977         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
978         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
979
980         if(self.netname == "")
981                 self.netname = ((net_name == "") ? self.classname : net_name);
982         
983         if(self.team && !teamplay)
984                 self.team = 0;
985
986         self.flags = FL_MONSTER;
987                 
988         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
989         if not(self.monster_respawned)
990                 monsters_total += 1;
991
992         setsize(self, min_s, max_s);
993         self.takedamage                 = DAMAGE_AIM;
994         self.bot_attack                 = TRUE;
995         self.iscreature                 = TRUE;
996         self.teleportable               = TRUE;
997         self.damagedbycontents  = TRUE;
998         self.monsterid                  = mon_id;
999         self.damageforcescale   = 0.003;
1000         self.monster_die                = dieproc;
1001         self.event_damage               = monsters_damage;
1002         self.touch                              = MonsterTouch;
1003         self.use                                = monster_use;
1004         self.solid                              = SOLID_BBOX;
1005         self.scale                              = 1;
1006         self.movetype                   = MOVETYPE_WALK;
1007         self.delay                              = -1; // used in attack delay code
1008         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1009         monsters_spawned           += 1;
1010         self.enemy                              = world;
1011         self.velocity                   = '0 0 0';
1012         self.moveto                             = self.origin;
1013         self.pos2                               = self.angles;
1014         self.reset                              = monsters_reset;
1015         self.candrop                    = TRUE;
1016         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1017         self.oldtarget2                 = self.target2;
1018         self.deadflag                   = DEAD_NO; // UNDEAD
1019         self.noalign                    = nodrop;
1020         self.spawn_time                 = time;
1021         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1022         
1023         if not(self.attack_range)
1024                 self.attack_range = 120;
1025         
1026         if not(self.ticrate)
1027                 self.ticrate = autocvar_g_monsters_think_delay;
1028                 
1029         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1030         
1031         if not(self.armorvalue)
1032                 self.armorvalue = 1; // multiplier
1033         
1034         if not(self.target_range)
1035                 self.target_range = autocvar_g_monsters_target_range;
1036         
1037         if not(self.respawntime)
1038                 self.respawntime = autocvar_g_monsters_respawn_delay;
1039         
1040         if not(self.monster_moveflags)
1041                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1042         
1043         monster_link(spawnproc);
1044
1045         return TRUE;
1046 }