#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../dpdefs/progsdefs.qh"
- #include "../../dpdefs/dpextensions.qh"
- #include "../../warpzonelib/common.qh"
+ #include "../../lib/warpzone/common.qh"
#include "../constants.qh"
#include "../teams.qh"
#include "../util.qh"
#include "../weapons/all.qh"
#include "../../server/autocvars.qh"
#include "../../server/defs.qh"
- #include "../deathtypes.qh"
- #include "../../server/mutators/mutators_include.qh"
- #include "../../server/tturrets/include/turrets_early.qh"
- #include "../../server/vehicles/vehicle.qh"
+ #include "../deathtypes/all.qh"
+ #include "../../server/mutators/all.qh"
+ #include "../../server/steerlib.qh"
+ #include "../turrets/sv_turrets.qh"
+ #include "../turrets/util.qh"
+ #include "../vehicles/all.qh"
#include "../../server/campaign.qh"
#include "../../server/command/common.qh"
#include "../../server/command/cmd.qh"
#include "../triggers/triggers.qh"
- #include "../../csqcmodellib/sv_model.qh"
+ #include "../../lib/csqcmodel/sv_model.qh"
#include "../../server/round_handler.qh"
- #include "../../server/tturrets/include/turrets.qh"
#endif
-// =========================
-// SVQC Monster Properties
-// =========================
-
+void monsters_setstatus()
+{SELFPARAM();
+ self.stat_monsters_total = monsters_total;
+ self.stat_monsters_killed = monsters_killed;
+}
void monster_dropitem()
-{
+{SELFPARAM();
if(!self.candrop || !self.monster_loot)
return;
vector org = self.origin + ((self.mins + self.maxs) * 0.5);
- entity e = spawn(), oldself = self;
+ entity e = new(droppedweapon); // use weapon handling to remove it on touch
+ e.spawnfunc_checked = true;
e.monster_loot = self.monster_loot;
- other = e;
- MUTATOR_CALLHOOK(MonsterDropItem);
+ MUTATOR_CALLHOOK(MonsterDropItem, e);
e = other;
if(e && e.monster_loot)
{
- self = e;
+ setself(e);
e.noalign = true;
- e.monster_loot();
+ e.monster_loot(e);
e.gravity = 1;
e.movetype = MOVETYPE_TOSS;
e.reset = SUB_Remove;
setorigin(e, org);
e.velocity = randomvec() * 175 + '0 0 325';
e.item_spawnshieldtime = time + 0.7;
- e.classname = "droppedweapon"; // use weapon handling to remove it on touch
SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
- self = oldself;
+ setself(this);
}
}
-float Monster_SkillModifier()
-{
- float t = 0.5+self.monster_skill*((1.2-0.3)/10);
-
- return t;
-}
-
-float monster_isvalidtarget (entity targ, entity ent)
-{
- if(!targ || !ent)
- return false; // someone doesn't exist
-
- if(targ == ent)
- return false; // don't attack ourselves
-
- //traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
-
- //if(trace_ent != targ)
- //return false;
-
- if(targ.vehicle_flags & VHF_ISVEHICLE)
- if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
- return false; // melee attacks are useless against vehicles
-
- if(time < game_starttime)
- return false; // monsters do nothing before the match has started
-
- if(targ.takedamage == DAMAGE_NO)
- return false; // enemy can't be damaged
-
- if(targ.items & IT_INVISIBILITY)
- return false; // enemy is invisible
-
- if(substring(targ.classname, 0, 10) == "onslaught_")
- return false; // don't attack onslaught targets
-
- if(IS_SPEC(targ) || IS_OBSERVER(targ))
- return false; // enemy is a spectator
-
- if(!(targ.vehicle_flags & VHF_ISVEHICLE))
- if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
- return false; // enemy/self is dead
-
- if(ent.monster_owner == targ)
- return false; // don't attack our master
+void monster_makevectors(entity e)
+{SELFPARAM();
+ if(IS_MONSTER(self))
+ {
+ vector v;
- if(targ.monster_owner == ent)
- return false; // don't attack our pet
+ v = e.origin + (e.mins + e.maxs) * 0.5;
+ self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
+ self.v_angle_x = -self.v_angle_x;
+ }
- if(!(targ.vehicle_flags & VHF_ISVEHICLE))
- if(targ.flags & FL_NOTARGET)
- return false; // enemy can't be targeted
+ makevectors(self.v_angle);
+}
- if(!autocvar_g_monsters_typefrag)
- if(targ.BUTTON_CHAT)
- return false; // no typefragging!
+// ===============
+// Target handling
+// ===============
+
+bool Monster_ValidTarget(entity mon, entity player)
+{SELFPARAM();
+ // ensure we're not checking nonexistent monster/target
+ if(!mon || !player) { return false; }
+
+ if((player == mon)
+ || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
+ || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
+ || (time < game_starttime) // monsters do nothing before match has started
+ || (player.takedamage == DAMAGE_NO)
+ || (player.items & IT_INVISIBILITY)
+ || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
+ || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
+ || (mon.monster_follow == player || player.monster_follow == mon)
+ || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
+ || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
+ || (SAME_TEAM(player, mon))
+ || (player.frozen)
+ || (player.alpha != 0 && player.alpha < 0.5)
+ )
+ {
+ // if any of the above checks fail, target is not valid
+ return false;
+ }
- if(SAME_TEAM(targ, ent))
- return false; // enemy is on our team
+ traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
- if (targ.frozen)
- return false; // ignore frozen
+ if((trace_fraction < 1) && (trace_ent != player))
+ return false;
- if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT))
- if(ent.enemy != targ)
+ if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
+ if(mon.enemy != player)
{
float dot;
- makevectors (ent.angles);
- dot = normalize (targ.origin - ent.origin) * v_forward;
+ makevectors (mon.angles);
+ dot = normalize (player.origin - mon.origin) * v_forward;
- if(dot <= 0.3)
- return false;
+ if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
}
- return true;
+ return true; // this target is valid!
}
-entity FindTarget (entity ent)
+entity Monster_FindTarget(entity mon)
{
- if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
+ if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
entity head, closest_target = world;
- head = findradius(ent.origin, ent.target_range);
- //head = WarpZone_FindRadius(ent.origin, ent.target_range, true);
+ head = findradius(mon.origin, mon.target_range);
while(head) // find the closest acceptable target to pass to
{
if(head.monster_attack)
- if(monster_isvalidtarget(head, ent))
+ if(Monster_ValidTarget(mon, head))
{
// if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
vector head_center = CENTER_OR_VIEWOFS(head);
- //vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
- vector ent_center = CENTER_OR_VIEWOFS(ent);
-
- traceline(ent_center, head_center, MOVE_NORMAL, ent);
+ vector ent_center = CENTER_OR_VIEWOFS(mon);
- if(trace_ent == head)
if(closest_target)
{
vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
- //vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
{ closest_target = head; }
}
return closest_target;
}
-void MonsterTouch ()
+void monster_setupcolors(entity mon)
{
- if(other == world)
- return;
+ if(IS_PLAYER(mon.realowner))
+ mon.colormap = mon.realowner.colormap;
+ else if(teamplay && mon.team)
+ mon.colormap = 1024 + (mon.team - 1) * 17;
+ else
+ {
+ if(mon.monster_skill <= MONSTER_SKILL_EASY)
+ mon.colormap = 1029;
+ else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
+ mon.colormap = 1027;
+ else if(mon.monster_skill <= MONSTER_SKILL_HARD)
+ mon.colormap = 1038;
+ else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
+ mon.colormap = 1028;
+ else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
+ mon.colormap = 1032;
+ else
+ mon.colormap = 1024;
+ }
+}
- if(self.enemy != other)
- if(!(other.flags & FL_MONSTER))
- if(monster_isvalidtarget(other, self))
- self.enemy = other;
+void monster_changeteam(entity ent, float newteam)
+{
+ if(!teamplay) { return; }
+
+ ent.team = newteam;
+ ent.monster_attack = true; // new team, activate attacking
+ monster_setupcolors(ent);
+
+ if(ent.sprite)
+ {
+ WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
+
+ ent.sprite.team = newteam;
+ ent.sprite.SendFlags |= 1;
+ }
}
+void Monster_Delay_Action()
+{SELFPARAM();
+ entity oldself = self;
+ setself(self.owner);
+ if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
+
+ if(oldself.cnt > 0)
+ {
+ oldself.cnt -= 1;
+ oldself.think = Monster_Delay_Action;
+ oldself.nextthink = time + oldself.respawn_time;
+ }
+ else
+ {
+ oldself.think = SUB_Remove_self;
+ oldself.nextthink = time;
+ }
+}
+
+void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
+{SELFPARAM();
+ // deferred attacking, checks if monster is still alive and target is still valid before attacking
+ entity e = spawn();
+
+ e.think = Monster_Delay_Action;
+ e.nextthink = time + defer_amnt;
+ e.count = defer_amnt;
+ e.owner = self;
+ e.use = func;
+ e.cnt = repeat_count;
+ e.respawn_time = repeat_defer;
+}
+
+
+// ==============
+// Monster sounds
+// ==============
+
string get_monster_model_datafilename(string m, float sk, string fil)
{
if(m)
return strcat(m, ".", fil);
}
-void PrecacheMonsterSounds(string f)
+void Monster_Sound_Precache(string f)
{
float fh;
string s;
{
if(tokenize_console(s) != 3)
{
- dprint("Invalid sound info line: ", s, "\n");
+ LOG_TRACE("Invalid sound info line: ", s, "\n");
continue;
}
PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
fclose(fh);
}
-void precache_monstersounds()
-{
- string m = (get_monsterinfo(self.monsterid)).model;
+void Monster_Sounds_Precache()
+{SELFPARAM();
+ string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
float globhandle, n, i;
string f;
{
//print(search_getfilename(globhandle, i), "\n");
f = search_getfilename(globhandle, i);
- PrecacheMonsterSounds(f);
+ Monster_Sound_Precache(f);
}
search_end(globhandle);
}
-void ClearMonsterSounds()
-{
+void Monster_Sounds_Clear()
+{SELFPARAM();
#define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
ALLMONSTERSOUNDS
#undef _MSOUND
}
-.string GetMonsterSoundSampleField(string type)
+.string Monster_Sound_SampleField(string type)
{
GetMonsterSoundSampleField_notFound = 0;
switch(type)
return string_null;
}
-float LoadMonsterSounds(string f, float first)
-{
+bool Monster_Sounds_Load(string f, int first)
+{SELFPARAM();
float fh;
string s;
var .string field;
fh = fopen(f, FILE_READ);
if(fh < 0)
{
- dprint("Monster sound file not found: ", f, "\n");
- return 0;
+ LOG_TRACE("Monster sound file not found: ", f, "\n");
+ return false;
}
while((s = fgets(fh)))
{
if(tokenize_console(s) != 3)
continue;
- field = GetMonsterSoundSampleField(argv(0));
+ field = Monster_Sound_SampleField(argv(0));
if(GetMonsterSoundSampleField_notFound)
continue;
if (self.(field))
self.(field) = strzone(strcat(argv(1), " ", argv(2)));
}
fclose(fh);
- return 1;
+ return true;
}
.int skin_for_monstersound;
-void UpdateMonsterSounds()
-{
- entity mon = get_monsterinfo(self.monsterid);
+void Monster_Sounds_Update()
+{SELFPARAM();
+ if(self.skin == self.skin_for_monstersound) { return; }
- if(self.skin == self.skin_for_monstersound)
- return;
self.skin_for_monstersound = self.skin;
- ClearMonsterSounds();
- //LoadMonsterSounds("sound/monsters/default.sounds", 1);
- if(!autocvar_g_debug_defaultsounds)
- if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
- LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
+ Monster_Sounds_Clear();
+ if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
+ Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
}
-void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
-{
+void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
+{SELFPARAM();
if(!autocvar_g_monsters_sounds) { return; }
if(delaytoo)
if(time < self.msound_delay)
return; // too early
- GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
+ GlobalSound_string(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
self.msound_delay = time + sound_delay;
}
-void monster_makevectors(entity e)
-{
- vector v;
-
- v = e.origin + (e.mins + e.maxs) * 0.5;
- self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
- self.v_angle_x = -self.v_angle.x;
-
- makevectors(self.v_angle);
-}
-float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, int deathtype, float dostop)
-{
- if (self.health <= 0)
- return false; // attacking while dead?!
+// =======================
+// Monster attack handlers
+// =======================
- if(dostop)
- {
- self.velocity_x = 0;
- self.velocity_y = 0;
- self.state = MONSTER_STATE_ATTACK_MELEE;
- }
+float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
+{SELFPARAM();
+ if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
- self.frame = anim;
+ setanim(self, anim, false, true, false);
- if(anim_finished != 0)
- self.attack_finished_single = time + anim_finished;
+ if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
+ self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
+ else
+ self.attack_finished_single[0] = self.anim_finished = time + animtime;
monster_makevectors(targ);
traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
if(trace_ent.takedamage)
- Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+ Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
return true;
}
-void Monster_CheckMinibossFlag ()
+float Monster_Attack_Leap_Check(vector vel)
+{SELFPARAM();
+ if(self.state && (self.flags & FL_MONSTER))
+ return false; // already attacking
+ if(!(self.flags & FL_ONGROUND))
+ return false; // not on the ground
+ if(self.health <= 0)
+ return false; // called when dead?
+ if(time < self.attack_finished_single[0])
+ return false; // still attacking
+
+ vector old = self.velocity;
+
+ self.velocity = vel;
+ tracetoss(self, self);
+ self.velocity = old;
+ if (trace_ent != self.enemy)
+ return false;
+
+ return true;
+}
+
+bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
+{SELFPARAM();
+ if(!Monster_Attack_Leap_Check(vel))
+ return false;
+
+ setanim(self, anm, false, true, false);
+
+ if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
+ self.attack_finished_single[0] = self.anim_finished = self.animstate_endtime;
+ else
+ self.attack_finished_single[0] = self.anim_finished = time + animtime;
+
+ if(self.flags & FL_MONSTER)
+ self.state = MONSTER_ATTACK_RANGED;
+ self.touch = touchfunc;
+ self.origin_z += 1;
+ self.velocity = vel;
+ self.flags &= ~FL_ONGROUND;
+
+ return true;
+}
+
+void Monster_Attack_Check(entity e, entity targ)
{
+ if((e == world || targ == world)
+ || (!e.monster_attackfunc)
+ || (time < e.attack_finished_single[0])
+ ) { return; }
+
+ float targ_vlen = vlen(targ.origin - e.origin);
+
+ if(targ_vlen <= e.attack_range)
+ {
+ float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
+ if(attack_success == 1)
+ Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+ else if(attack_success > 0)
+ return;
+ }
+
+ if(targ_vlen > e.attack_range)
+ {
+ float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
+ if(attack_success == 1)
+ Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
+ else if(attack_success > 0)
+ return;
+ }
+}
+
+
+// ======================
+// Main monster functions
+// ======================
+
+void Monster_UpdateModel()
+{SELFPARAM();
+ // assume some defaults
+ /*self.anim_idle = animfixfps(self, '0 1 0.01', '0 0 0');
+ self.anim_walk = animfixfps(self, '1 1 0.01', '0 0 0');
+ self.anim_run = animfixfps(self, '2 1 0.01', '0 0 0');
+ self.anim_fire1 = animfixfps(self, '3 1 0.01', '0 0 0');
+ self.anim_fire2 = animfixfps(self, '4 1 0.01', '0 0 0');
+ self.anim_melee = animfixfps(self, '5 1 0.01', '0 0 0');
+ self.anim_pain1 = animfixfps(self, '6 1 0.01', '0 0 0');
+ self.anim_pain2 = animfixfps(self, '7 1 0.01', '0 0 0');
+ self.anim_die1 = animfixfps(self, '8 1 0.01', '0 0 0');
+ self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/
+
+ // then get the real values
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_anim(mon);
+}
+
+void Monster_Touch()
+{SELFPARAM();
+ if(other == world) { return; }
+
+ if(other.monster_attack)
+ if(self.enemy != other)
+ if(!IS_MONSTER(other))
+ if(Monster_ValidTarget(self, other))
+ self.enemy = other;
+}
+
+void Monster_Miniboss_Check()
+{SELFPARAM();
if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
return;
self.health += autocvar_g_monsters_miniboss_healthboost;
self.effects |= EF_RED;
if(!self.weapon)
- self.weapon = WEP_VORTEX;
+ self.weapon = WEP_VORTEX.m_id;
}
}
-float Monster_CanRespawn(entity ent)
-{
- other = ent;
- if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
- if(MUTATOR_CALLHOOK(MonsterRespawn))
+bool Monster_Respawn_Check()
+{SELFPARAM();
+ if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
+ if(MUTATOR_CALLHOOK(MonsterRespawn, self))
return true; // enabled by a mutator
- if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
+ if(self.spawnflags & MONSTERFLAG_NORESPAWN)
return false;
if(!autocvar_g_monsters_respawn)
return true;
}
-void monster_respawn()
-{
- // is this function really needed?
- monster_initialize(self.monsterid);
-}
+void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
-void Monster_Fade ()
-{
- if(Monster_CanRespawn(self))
+void Monster_Dead_Fade()
+{SELFPARAM();
+ if(Monster_Respawn_Check())
{
self.spawnflags |= MONSTERFLAG_RESPAWNED;
- self.think = monster_respawn;
+ self.think = Monster_Respawn;
self.nextthink = time + self.respawntime;
self.monster_lifetime = 0;
self.deadflag = DEAD_RESPAWNING;
setorigin(self, self.pos1);
self.angles = self.pos2;
self.health = self.max_health;
- setmodel(self, "null");
+ setmodel(self, MDL_Null);
}
else
{
}
}
-float Monster_CanJump (vector vel)
-{
- if(self.state)
- return false; // already attacking
- if(!(self.flags & FL_ONGROUND))
- return false; // not on the ground
- if(self.health <= 0)
- return false; // called when dead?
- if(time < self.attack_finished_single)
- return false; // still attacking
-
- vector old = self.velocity;
-
- self.velocity = vel;
- tracetoss(self, self);
- self.velocity = old;
- if (trace_ent != self.enemy)
- return false;
-
- return true;
-}
-
-float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
-{
- if(!Monster_CanJump(vel))
- return false;
-
- self.frame = anm;
- self.state = MONSTER_STATE_ATTACK_LEAP;
- self.touch = touchfunc;
- self.origin_z += 1;
- self.velocity = vel;
- self.flags &= ~FL_ONGROUND;
-
- self.attack_finished_single = time + anim_finished;
-
- return true;
-}
-
-void monster_checkattack(entity e, entity targ)
-{
- if(e == world)
- return;
- if(targ == world)
- return;
-
- if(!e.monster_attackfunc)
- return;
-
- if(time < e.attack_finished_single)
- return;
-
- if(vlen(targ.origin - e.origin) <= e.attack_range)
- if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
- {
- MonsterSound(monstersound_melee, 0, false, CH_VOICE);
- return;
- }
-
- if(vlen(targ.origin - e.origin) > e.attack_range)
- if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
- {
- MonsterSound(monstersound_ranged, 0, false, CH_VOICE);
- return;
- }
-}
-
-void monster_use ()
-{
- if(!self.enemy)
- if(self.health > 0)
- if(monster_isvalidtarget(activator, self))
- self.enemy = activator;
+void Monster_Use()
+{SELFPARAM();
+ if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
}
-.float last_trace;
-.float last_enemycheck; // for checking enemy
-vector monster_pickmovetarget(entity targ)
-{
+vector Monster_Move_Target(entity targ)
+{SELFPARAM();
// enemy is always preferred target
if(self.enemy)
{
|| (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
|| (self.enemy.frozen)
|| (self.enemy.flags & FL_NOTARGET)
- || (self.enemy.alpha < 0.5)
+ || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
|| (self.enemy.takedamage == DAMAGE_NO)
|| (vlen(self.origin - targ_origin) > self.target_range)
|| ((trace_fraction < 1) && (trace_ent != self.enemy)))
- //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit?
{
self.enemy = world;
self.pass_distance = 0;
if(self.enemy)
{
- /*WarpZone_TrailParticles(world, particleeffectnum("red_pass"), self.origin, targ_origin);
+ /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
print("Trace origin: ", vtos(targ_origin), "\n");
print("Target origin: ", vtos(self.enemy.origin), "\n");
print("My origin: ", vtos(self.origin), "\n"); */
self.monster_movestate = MONSTER_MOVE_ENEMY;
self.last_trace = time + 1.2;
- return targ_origin;
+ if(self.monster_moveto)
+ return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
+ else
+ return targ_origin;
}
/*makevectors(self.angles);
switch(self.monster_moveflags)
{
- case MONSTER_MOVE_OWNER:
+ case MONSTER_MOVE_FOLLOW:
{
- self.monster_movestate = MONSTER_MOVE_OWNER;
+ self.monster_movestate = MONSTER_MOVE_FOLLOW;
self.last_trace = time + 0.3;
- return (self.monster_owner) ? self.monster_owner.origin : self.origin;
+ return (self.monster_follow) ? self.monster_follow.origin : self.origin;
}
case MONSTER_MOVE_SPAWNLOC:
{
}
case MONSTER_MOVE_NOMOVE:
{
- self.monster_movestate = MONSTER_MOVE_NOMOVE;
- self.last_trace = time + 2;
+ if(self.monster_moveto)
+ {
+ self.last_trace = time + 0.5;
+ return self.monster_moveto;
+ }
+ else
+ {
+ self.monster_movestate = MONSTER_MOVE_NOMOVE;
+ self.last_trace = time + 2;
+ }
return self.origin;
}
default:
vector pos;
self.monster_movestate = MONSTER_MOVE_WANDER;
- if(targ)
+ if(self.monster_moveto)
+ {
+ self.last_trace = time + 0.5;
+ pos = self.monster_moveto;
+ }
+ else if(targ)
{
self.last_trace = time + 0.5;
pos = targ.origin;
}
}
-void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
-{
+void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
+{SELFPARAM();
float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
float initial_height = 0; //min(50, (targ_distance * tanh(20)));
- float current_height = (initial_height * min(1, (current_distance / self.pass_distance)));
+ float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
//print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
vector targpos;
//mon.angles = vectoangles(mon.velocity);
}
-void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
-{
- //fixedmakevectors(self.angles);
-
- if(self.target2)
- self.goalentity = find(world, targetname, self.target2);
+void Monster_Move(float runspeed, float walkspeed, float stpspeed)
+{SELFPARAM();
+ if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
entity targ;
self.health = max(1, self.revive_progress * self.max_health);
self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
- movelib_beak_simple(stopspeed);
- self.frame = manim_idle;
+ movelib_beak_simple(stpspeed);
+ setanim(self, self.anim_idle, true, false, false);
self.enemy = world;
self.nextthink = time + self.ticrate;
self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
- movelib_beak_simple(stopspeed);
- self.frame = manim_idle;
+ movelib_beak_simple(stpspeed);
+ setanim(self, self.anim_idle, true, false, false);
self.enemy = world;
self.nextthink = time + self.ticrate;
{
Unfreeze(self);
self.health = 0;
- self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ if(self.event_damage)
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
}
else if ( self.revive_progress <= 0 )
{
if(time >= self.last_trace)
{
- self.fish_wasdrowning = true;
self.last_trace = time + 0.4;
- Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
+ Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
self.angles = '90 90 0';
if(random() < 0.5)
{
return;
}
- else if(self.fish_wasdrowning)
+ else if(self.movetype == MOVETYPE_BOUNCE)
{
- self.fish_wasdrowning = false;
self.angles_x = 0;
self.movetype = MOVETYPE_WALK;
}
targ = self.goalentity;
- monster_target = targ;
- monster_speed_run = runspeed;
- monster_speed_walk = walkspeed;
-
- if(MUTATOR_CALLHOOK(MonsterMove) || gameover || self.draggedby != world || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
+ if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
+ || gameover
+ || self.draggedby != world
+ || (round_handler_IsActive() && !round_handler_IsRoundStarted())
+ || time < game_starttime
+ || (autocvar_g_campaign && !campaign_bots_may_start)
+ || time < self.spawn_time)
{
runspeed = walkspeed = 0;
if(time >= self.spawn_time)
- self.frame = manim_idle;
- movelib_beak_simple(stopspeed);
+ setanim(self, self.anim_idle, true, false, false);
+ movelib_beak_simple(stpspeed);
return;
}
targ = monster_target;
- runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
- walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
+ runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
+ walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
if(time < self.spider_slowness)
{
if(teamplay)
if(autocvar_g_monsters_teams)
- if(DIFF_TEAM(self.monster_owner, self))
- self.monster_owner = world;
+ if(DIFF_TEAM(self.monster_follow, self))
+ self.monster_follow = world;
if(time >= self.last_enemycheck)
{
if(!self.enemy)
{
- self.enemy = FindTarget(self);
+ self.enemy = Monster_FindTarget(self);
if(self.enemy)
{
WarpZone_RefSys_Copy(self.enemy, self);
WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
+ self.monster_moveto = '0 0 0';
+ self.monster_face = '0 0 0';
- self.pass_distance = vlen((('1 0 0' * self.enemy.origin.x) + ('0 1 0' * self.enemy.origin.y)) - (('1 0 0' * self.origin.x) + ('0 1 0' * self.origin.y)));
- MonsterSound(monstersound_sight, 0, false, CH_VOICE);
+ self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' * self.origin_x) + ('0 1 0' * self.origin_y)));
+ Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
}
}
self.last_enemycheck = time + 1; // check for enemies every second
}
- if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
+ if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
+ {
self.state = 0;
+ self.touch = Monster_Touch;
+ }
- if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
- if(time >= self.last_trace || self.enemy) // update enemy instantly
- self.moveto = monster_pickmovetarget(targ);
+ if(self.state && time >= self.attack_finished_single[0])
+ self.state = 0; // attack is over
- if(!self.enemy)
- MonsterSound(monstersound_idle, 7, true, CH_VOICE);
+ if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
+ if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
+ self.moveto = Monster_Move_Target(targ);
- if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
- {
- self.state = 0;
- self.touch = MonsterTouch;
- }
+ if(!self.enemy)
+ Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
- if(self.state == MONSTER_STATE_ATTACK_MELEE)
+ if(self.state == MONSTER_ATTACK_MELEE)
self.moveto = self.origin;
if(self.enemy && self.enemy.vehicle)
runspeed = 0;
- if(!(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)))
- //v_forward = normalize(self.moveto - self.origin);
- //else
- self.moveto_z = self.origin.z;
+ if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
+ self.moveto_z = self.origin_z;
- if(vlen(self.origin - self.moveto) > 64)
+ if(vlen(self.origin - self.moveto) > 100)
{
+ float do_run = (self.enemy || self.monster_moveto);
if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
- monster_CalculateVelocity(self, self.moveto, self.origin, true, ((self.enemy) ? runspeed : walkspeed));
+ Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
- /*&if(self.flags & FL_FLY || self.flags & FL_SWIM)
- movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
- else
- movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6); */
-
- if(time > self.pain_finished)
- if(time > self.attack_finished_single)
+ if(time > self.pain_finished) // TODO: use anim_finished instead!
+ if(!self.state)
+ if(time > self.anim_finished)
if(vlen(self.velocity) > 10)
- self.frame = ((self.enemy) ? manim_run : manim_walk);
+ setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
else
- self.frame = manim_idle;
+ setanim(self, self.anim_idle, true, false, false);
}
else
{
else if(e.target)
self.target2 = e.target;
- movelib_beak_simple(stopspeed);
- if(time > self.attack_finished_single)
+ movelib_beak_simple(stpspeed);
+ if(time > self.anim_finished)
if(time > self.pain_finished)
- if (vlen(self.velocity) <= 30)
- self.frame = manim_idle;
+ if(!self.state)
+ if(vlen(self.velocity) <= 30)
+ setanim(self, self.anim_idle, true, false, false);
}
- self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
+ self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
vector real_angle = vectoangles(self.steerto) - self.angles;
float turny = 25;
- if(self.state == MONSTER_STATE_ATTACK_MELEE)
+ if(self.state == MONSTER_ATTACK_MELEE)
turny = 0;
if(turny)
{
self.angles_y += turny;
}
- monster_checkattack(self, self.enemy);
+ Monster_Attack_Check(self, self.enemy);
}
-void monster_remove(entity mon)
+void Monster_Remove(entity mon)
{
- if(!mon)
- return; // nothing to remove
-
- pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
+ .entity weaponentity = weaponentities[0];
+ if(!mon) { return; }
- if(mon.weaponentity)
- remove(mon.weaponentity);
-
- if(mon.iceblock)
- remove(mon.iceblock);
+ if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
+ Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
+ if(mon.(weaponentity)) { remove(mon.(weaponentity)); }
+ if(mon.iceblock) { remove(mon.iceblock); }
WaypointSprite_Kill(mon.sprite);
-
remove(mon);
}
-void monster_dead_think()
-{
+void Monster_Dead_Think()
+{SELFPARAM();
self.nextthink = time + self.ticrate;
- CSQCMODEL_AUTOUPDATE();
-
if(self.monster_lifetime != 0)
if(time >= self.monster_lifetime)
{
- Monster_Fade();
+ Monster_Dead_Fade();
return;
}
}
-void monsters_setstatus()
-{
- self.stat_monsters_total = monsters_total;
- self.stat_monsters_killed = monsters_killed;
-}
-
void Monster_Appear()
-{
+{SELFPARAM();
self.enemy = activator;
self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
- monster_initialize(self.monsterid);
+ Monster_Spawn(self.monsterid);
}
-float Monster_CheckAppearFlags(entity ent, float monster_id)
+float Monster_Appear_Check(entity ent, float monster_id)
{
if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
return false;
return true;
}
-void monsters_reset()
+void Monster_Reset(entity this)
{
- setorigin(self, self.pos1);
- self.angles = self.pos2;
+ setorigin(this, this.pos1);
+ this.angles = this.pos2;
- Unfreeze(self); // remove any icy remains
+ Unfreeze(this); // remove any icy remains
- self.health = self.max_health;
- self.velocity = '0 0 0';
- self.enemy = world;
- self.goalentity = world;
- self.attack_finished_single = 0;
- self.moveto = self.origin;
+ this.health = this.max_health;
+ this.velocity = '0 0 0';
+ this.enemy = world;
+ this.goalentity = world;
+ this.attack_finished_single[0] = 0;
+ this.moveto = this.origin;
}
-void monsters_corpse_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
self.health -= damage;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
// number of monsters spawned with mobspawn command
totalspawned -= 1;
- self.think = SUB_Remove;
+ self.think = SUB_Remove_self;
self.nextthink = time + 0.1;
self.event_damage = func_null;
}
}
-void monster_die(entity attacker, float gibbed)
-{
- self.think = monster_dead_think;
+void Monster_Dead(entity attacker, float gibbed)
+{SELFPARAM();
+ self.think = Monster_Dead_Think;
self.nextthink = time;
self.monster_lifetime = time + 5;
monster_dropitem();
- MonsterSound(monstersound_death, 0, false, CH_VOICE);
+ Monster_Sound(monstersound_death, 0, false, CH_VOICE);
if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
monsters_killed += 1;
totalspawned -= 1;
}
- if(self.candrop && self.weapon)
- W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
-
- self.event_damage = ((gibbed) ? func_null : monsters_corpse_damage);
+ self.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
self.solid = SOLID_CORPSE;
self.takedamage = DAMAGE_AIM;
self.deadflag = DEAD_DEAD;
self.enemy = world;
self.movetype = MOVETYPE_TOSS;
self.moveto = self.origin;
- self.touch = MonsterTouch; // reset incase monster was pouncing
+ self.touch = Monster_Touch; // reset incase monster was pouncing
self.reset = func_null;
self.state = 0;
- self.attack_finished_single = 0;
+ self.attack_finished_single[0] = 0;
+ self.effects = 0;
if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
self.velocity = '0 0 0';
- MON_ACTION(self.monsterid, MR_DEATH);
+ CSQCModel_UnlinkEntity(self);
+
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_death(mon);
+
+ if(self.candrop && self.weapon)
+ W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
}
-void monsters_damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
- if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
+void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
+ if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
return;
- if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
+ if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
return;
- if(time < self.pain_finished && deathtype != DEATH_KILL)
- return;
+ //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id)
+ //return;
- if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
+ if(time < self.spawnshieldtime && deathtype != DEATH_KILL.m_id)
return;
- if(deathtype == DEATH_FALL && self.draggedby != world)
+ if(deathtype == DEATH_FALL.m_id && self.draggedby != world)
return;
vector v;
float take, save;
- v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
- take = v.x;
- save = v.y;
+ v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
+ take = v_x;
+ save = v_y;
- self.health -= take;
+ damage_take = take;
+ frag_attacker = attacker;
+ frag_deathtype = deathtype;
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_pain(mon);
+ take = damage_take;
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ if(take)
+ {
+ self.health -= take;
+ Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
+ }
+
+ if(self.sprite)
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
self.dmg_time = time;
- if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
- spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
+ if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
+ spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
self.velocity += force * self.damageforcescale;
- if(deathtype != DEATH_DROWN)
+ if(deathtype != DEATH_DROWN.m_id && take)
{
Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
if (take > 50)
if(self.health <= 0)
{
- if(deathtype == DEATH_KILL)
+ if(deathtype == DEATH_KILL.m_id)
self.candrop = false; // killed by mobkill command
// TODO: fix this?
SUB_UseTargets();
self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
- monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
+ Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
WaypointSprite_Kill(self.sprite);
frag_target = self;
MUTATOR_CALLHOOK(MonsterDies, attacker);
- if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
+ if(self.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
{
Violence_GibSplash(self, 1, 0.5, attacker);
- self.think = SUB_Remove;
+ self.think = SUB_Remove_self;
self.nextthink = time + 0.1;
}
}
}
-void monster_setupcolors(entity mon)
-{
- if(IS_PLAYER(mon.monster_owner))
- mon.colormap = mon.monster_owner.colormap;
- else if(teamplay && mon.team)
- mon.colormap = 1024 + (mon.team - 1) * 17;
- else
+// don't check for enemies, just keep walking in a straight line
+void Monster_Move_2D(float mspeed, float allow_jumpoff)
+{SELFPARAM();
+ if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
{
- if(mon.monster_skill <= MONSTER_SKILL_EASY)
- mon.colormap = 1029;
- else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
- mon.colormap = 1027;
- else if(mon.monster_skill <= MONSTER_SKILL_HARD)
- mon.colormap = 1038;
- else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
- mon.colormap = 1028;
- else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
- mon.colormap = 1032;
- else
- mon.colormap = 1024;
+ mspeed = 0;
+ if(time >= self.spawn_time)
+ setanim(self, self.anim_idle, true, false, false);
+ movelib_beak_simple(0.6);
+ return;
}
-}
-void monster_changeteam(entity ent, float newteam)
-{
- if(!teamplay) { return; }
+ float reverse = FALSE;
+ vector a, b;
- ent.team = newteam;
- ent.monster_attack = true; // new team, activate attacking
- monster_setupcolors(ent);
+ makevectors(self.angles);
+ a = self.origin + '0 0 16';
+ b = self.origin + '0 0 16' + v_forward * 32;
- if(ent.sprite)
+ traceline(a, b, MOVE_NORMAL, self);
+
+ if(trace_fraction != 1.0)
{
- WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
+ reverse = TRUE;
- ent.sprite.team = newteam;
- ent.sprite.SendFlags |= 1;
+ if(trace_ent)
+ if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
+ reverse = FALSE;
+ }
+
+ // TODO: fix this... tracing is broken if the floor is thin
+ /*
+ if(!allow_jumpoff)
+ {
+ a = b - '0 0 32';
+ traceline(b, a, MOVE_WORLDONLY, self);
+ if(trace_fraction == 1.0)
+ reverse = TRUE;
+ } */
+
+ if(reverse)
+ {
+ self.angles_y = anglemods(self.angles_y - 180);
+ makevectors(self.angles);
}
+
+ movelib_move_simple_gravity(v_forward, mspeed, 1);
+
+ if(time > self.pain_finished)
+ if(time > self.attack_finished_single[0])
+ if(vlen(self.velocity) > 10)
+ setanim(self, self.anim_walk, true, false, false);
+ else
+ setanim(self, self.anim_idle, true, false, false);
}
-void monster_think()
-{
- self.think = monster_think;
+void Monster_Anim()
+{SELFPARAM();
+ int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+ if(self.deadflag)
+ {
+ if (!deadbits)
+ {
+ // Decide on which death animation to use.
+ if(random() < 0.5)
+ deadbits = ANIMSTATE_DEAD1;
+ else
+ deadbits = ANIMSTATE_DEAD2;
+ }
+ }
+ else
+ {
+ // Clear a previous death animation.
+ deadbits = 0;
+ }
+ int animbits = deadbits;
+ if(self.frozen)
+ animbits |= ANIMSTATE_FROZEN;
+ if(self.crouch)
+ animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
+ animdecide_setstate(self, animbits, false);
+ animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
+
+ /* // weapon entities for monsters?
+ if (self.weaponentity)
+ {
+ updateanim(self.weaponentity);
+ if (!self.weaponentity.animstate_override)
+ setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
+ }
+ */
+}
+
+void Monster_Think()
+{SELFPARAM();
+ self.think = Monster_Think;
self.nextthink = self.ticrate;
if(self.monster_lifetime)
if(time >= self.monster_lifetime)
{
- Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
+ Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin);
return;
}
- MON_ACTION(self.monsterid, MR_THINK);
+ Monster mon = get_monsterinfo(self.monsterid);
+ if(mon.mr_think(mon))
+ Monster_Move(self.speed2, self.speed, self.stopspeed);
+
+ Monster_Anim();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
-float monster_spawn()
-{
- MON_ACTION(self.monsterid, MR_SETUP);
+float Monster_Spawn_Setup()
+{SELFPARAM();
+ Monster mon = get_monsterinfo(self.monsterid);
+ mon.mr_setup(mon);
+
+ // ensure some basic needs are met
+ if(!self.health) { self.health = 100; }
+ if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
+ if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
+ if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
+ if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
+ if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
+ if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
{
- Monster_CheckMinibossFlag();
- self.health *= Monster_SkillModifier();
+ Monster_Miniboss_Check();
+ self.health *= MONSTER_SKILLMOD(self);
+
+ if(!self.skin)
+ self.skin = rint(random() * 4);
}
self.max_health = self.health;
self.pain_finished = self.nextthink;
- if(IS_PLAYER(self.monster_owner))
+ if(IS_PLAYER(self.monster_follow))
self.effects |= EF_DIMLIGHT;
- if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
- if(!self.skin)
- self.skin = rint(random() * 4);
-
- if(!self.attack_range)
- self.attack_range = autocvar_g_monsters_attack_range;
-
if(!self.wander_delay) { self.wander_delay = 2; }
if(!self.wander_distance) { self.wander_distance = 600; }
- precache_monstersounds();
- UpdateMonsterSounds();
+ Monster_Sounds_Precache();
+ Monster_Sounds_Update();
if(teamplay)
self.monster_attack = true; // we can have monster enemies in team games
- MonsterSound(monstersound_spawn, 0, false, CH_VOICE);
+ Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
- 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'));
- if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+ if(autocvar_g_monsters_healthbars)
{
- WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
+ wp.wp_extra = self.monsterid;
+ wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
+ if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
+ {
+ WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+ }
}
- self.think = monster_think;
+ self.think = Monster_Think;
self.nextthink = time + self.ticrate;
if(MUTATOR_CALLHOOK(MonsterSpawn))
return true;
}
-float monster_initialize(float mon_id)
-{
- if(!autocvar_g_monsters) { return false; }
- if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) { MON_ACTION(mon_id, MR_PRECACHE); }
- if(Monster_CheckAppearFlags(self, mon_id)) { return true; } // return true so the monster isn't removed
-
+bool Monster_Spawn(int mon_id)
+{SELFPARAM();
+ // setup the basic required properties for a monster
entity mon = get_monsterinfo(mon_id);
+ if(!mon.monsterid) { return false; } // invalid monster
+
+ if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
+
+ if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
if(!self.monster_skill)
self.monster_skill = cvar("g_monsters_skill");
// support for quake style removing monsters based on skill
- if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return false; }
- if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return false; }
- if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return false; }
+ if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
+ if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
+ if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
if(self.team && !teamplay)
self.team = 0;
if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
monsters_total += 1;
- setmodel(self, mon.model);
- //setsize(self, mon.mins, mon.maxs);
+ setmodel(self, mon.m_model);
self.flags = FL_MONSTER;
+ self.classname = "monster";
self.takedamage = DAMAGE_AIM;
self.bot_attack = true;
self.iscreature = true;
self.teleportable = true;
self.damagedbycontents = true;
self.monsterid = mon_id;
- self.damageforcescale = 0;
- self.event_damage = monsters_damage;
- self.touch = MonsterTouch;
- self.use = monster_use;
+ self.event_damage = Monster_Damage;
+ self.touch = Monster_Touch;
+ self.use = Monster_Use;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_WALK;
self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
self.moveto = self.origin;
self.pos1 = self.origin;
self.pos2 = self.angles;
- self.reset = monsters_reset;
+ self.reset = Monster_Reset;
self.netname = mon.netname;
- self.monster_name = M_NAME(mon_id);
+ self.monster_attackfunc = mon.monster_attackfunc;
+ self.monster_name = mon.monster_name;
self.candrop = true;
- self.view_ofs = '0 0 1' * (self.maxs.z * 0.5);
+ self.view_ofs = '0 0 0.7' * (self.maxs_z * 0.5);
self.oldtarget2 = self.target2;
self.pass_distance = 0;
self.deadflag = DEAD_NO;
self.spawn_time = time;
self.spider_slowness = 0;
self.gravity = 1;
+ self.monster_moveto = '0 0 0';
+ self.monster_face = '0 0 0';
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
- if(!self.scale)
- self.scale = 1;
-
- if(autocvar_g_monsters_edit)
- self.grab = 1; // owner may carry their monster
-
- if(autocvar_g_fullbrightplayers)
- self.effects |= EF_FULLBRIGHT;
-
- if(autocvar_g_nodepthtestplayers)
- self.effects |= EF_NODEPTHTEST;
-
- if(mon.spawnflags & MONSTER_TYPE_SWIM)
- self.flags |= FL_SWIM;
+ if(!self.scale) { self.scale = 1; }
+ if(autocvar_g_monsters_edit) { self.grab = 1; }
+ if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
+ if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
+ if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
if(mon.spawnflags & MONSTER_TYPE_FLY)
{
self.movetype = MOVETYPE_FLY;
}
- if(mon.spawnflags & MONSTER_SIZE_BROKEN)
if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
- self.scale *= 1.3;
-
- setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
-
- if(!self.ticrate)
- self.ticrate = autocvar_g_monsters_think_delay;
+ {
+ if(mon.spawnflags & MONSTER_SIZE_BROKEN)
+ self.scale *= 1.3;
- self.ticrate = bound(sys_frametime, self.ticrate, 60);
+ if(mon.spawnflags & MONSTER_SIZE_QUAKE)
+ if(autocvar_g_monsters_quake_resize)
+ self.scale *= 1.3;
+ }
- if(!self.m_armor_blockpercent)
- self.m_armor_blockpercent = 0.5;
+ setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
- if(!self.target_range)
- self.target_range = autocvar_g_monsters_target_range;
+ self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
- if(!self.respawntime)
- self.respawntime = autocvar_g_monsters_respawn_delay;
+ Monster_UpdateModel();
- if(!self.monster_moveflags)
- self.monster_moveflags = MONSTER_MOVE_WANDER;
+ if(!Monster_Spawn_Setup())
+ {
+ Monster_Remove(self);
+ return false;
+ }
if(!self.noalign)
{
setorigin(self, trace_endpos);
}
- if(!monster_spawn())
- return false;
-
if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
monster_setupcolors(self);
- CSQCMODEL_AUTOINIT();
+ CSQCMODEL_AUTOINIT(self);
return true;
}