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Experimental: Bruiser will wait for its pet (closest cerberus) to attack before charg...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / 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         if(self.monster_loot)
18                 self.monster_loot();
19         
20         self.gravity = 1;
21         self.velocity = randomvec() * 175 + '0 0 325';
22         self.touch = M_Item_Touch;
23         
24         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
25 }
26
27 void Monster_DropItem (string itype, string itemsize)
28 {
29         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
30         entity e = spawn();
31         
32         setorigin(e, org);
33         
34         switch(itype)
35         {
36                 case "armor":
37                 {
38                         switch(itemsize)
39                         {
40                                 case "mega": e.monster_loot = spawnfunc_item_armor_large; break;
41                                 case "large": e.monster_loot = spawnfunc_item_armor_big; break;
42                                 case "medium": e.monster_loot = spawnfunc_item_armor_medium; break;
43                                 case "small": e.monster_loot = spawnfunc_item_armor_small; break;
44                         }
45                         break;
46                 }
47                 case "health":
48                 {
49                         switch(itemsize)
50                         {
51                                 case "mega": e.monster_loot = spawnfunc_item_health_mega; break;
52                                 case "large": e.monster_loot = spawnfunc_item_health_large; break;
53                                 case "medium": e.monster_loot = spawnfunc_item_health_medium; break;
54                                 case "small": e.monster_loot = spawnfunc_item_health_small; break;
55                         }
56                         break;
57                 }
58                 case "ammo":
59                 {
60                         switch(itemsize)
61                         {
62                                 case "shells": e.monster_loot = spawnfunc_item_shells; break;
63                                 case "cells": e.monster_loot = spawnfunc_item_cells; break;
64                                 case "rockets": e.monster_loot = spawnfunc_item_rockets; break;
65                                 case "bullets":
66                                 case "nails": e.monster_loot = spawnfunc_item_bullets; break;
67                         }
68                         break;
69                 }
70         }
71         
72         other = e;
73         MUTATOR_CALLHOOK(MonsterDropItem);
74         e = other;
75                 
76         e.think = monster_item_spawn;
77         e.nextthink = time + 0.1;
78 }
79
80 void monsters_setframe(float _frame)
81 {
82         if(self.frame == _frame)
83                 return;
84                 
85         self.anim_start_time = time;
86         self.frame = _frame;
87         self.SendFlags |= MSF_ANIM;
88 }
89
90 float monster_isvalidtarget (entity targ, entity ent)
91 {
92         if(!targ || !ent)
93                 return FALSE; // someone doesn't exist
94                 
95         if(time < game_starttime)
96                 return FALSE; // monsters do nothing before the match has started
97                 
98         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
99         
100         if(vlen(targ.origin - ent.origin) >= ent.target_range)
101                 return FALSE; // enemy is too far away
102                 
103         if not(targ.vehicle_flags & VHF_ISVEHICLE)
104         if(trace_ent != targ)
105                 return FALSE; // we can't see the enemy
106                 
107         if(targ.takedamage == DAMAGE_NO)
108                 return FALSE; // enemy can't be damaged
109                 
110         if(targ.items & IT_INVISIBILITY)
111                 return FALSE; // enemy is invisible
112                 
113         if(substring(targ.classname, 0, 10) == "onslaught_")
114                 return FALSE; // don't attack onslaught targets
115         
116         if(IS_SPEC(targ) || IS_OBSERVER(targ))
117                 return FALSE; // enemy is a spectator
118         
119         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
120         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
121                 return FALSE; // enemy/self is dead
122         
123         if(targ.monster_owner == ent || ent.monster_owner == targ)
124                 return FALSE; // enemy owns us, or we own them
125         
126         if not(targ.vehicle_flags & VHF_ISVEHICLE)
127         if(targ.flags & FL_NOTARGET)
128                 return FALSE; // enemy can't be targeted
129         
130         if not(autocvar_g_monsters_typefrag)
131         if(targ.BUTTON_CHAT)
132                 return FALSE; // no typefragging!
133         
134         if not(IsDifferentTeam(targ, ent))
135                 return FALSE; // enemy is on our team
136                 
137         if(autocvar_g_monsters_target_infront)
138         if(ent.enemy != targ)
139         {
140                 float dot;
141
142                 makevectors (ent.angles);
143                 dot = normalize (targ.origin - ent.origin) * v_forward;
144                 
145                 if(dot <= 0.3)
146                         return FALSE;
147         }
148         
149         return TRUE;
150 }
151
152 entity FindTarget (entity ent) 
153 {
154         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
155         entity e;
156         
157         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
158         if(monster_isvalidtarget(e, ent))
159                 return e;
160
161         return world;
162 }
163
164 void MonsterTouch ()
165 {
166         if(other == world)
167                 return;
168                 
169         if(self.enemy != other)
170         if not(other.flags & FL_MONSTER)
171         if(monster_isvalidtarget(other, self))
172                 self.enemy = other;
173 }
174
175 void monster_sound(string msound, float sound_delay, float delaytoo)
176 {
177         if(delaytoo && time < self.msound_delay)
178                 return; // too early
179                 
180         if(msound == "")
181                 return; // sound doesn't exist
182
183         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
184
185         self.msound_delay = time + sound_delay;
186 }
187
188 void monster_precachesounds(entity e)
189 {
190         precache_sound(e.msound_idle);
191         precache_sound(e.msound_death);
192         precache_sound(e.msound_attack_melee);
193         precache_sound(e.msound_attack_ranged);
194         precache_sound(e.msound_sight);
195         precache_sound(e.msound_pain);
196 }
197
198 void monster_setupsounds(string mon)
199 {
200         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
201         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
202         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
203         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
204         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
205         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
206 }
207
208 float monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
209 {
210         float dot, rdmg = damg * random();
211
212         if (self.health <= 0)
213                 return FALSE;
214         if (targ == world)
215                 return FALSE;
216                 
217         if(dostop)
218         {
219                 self.velocity_x = 0;
220                 self.velocity_y = 0;
221                 self.state = MONSTER_STATE_ATTACK_MELEE;
222                 self.SendFlags |= MSF_MOVE;
223         }
224
225         makevectors (self.angles);
226         dot = normalize (targ.origin - self.origin) * v_forward;
227         
228         if(dot > er)
229                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
230                 
231         return TRUE;
232 }
233
234 void Monster_CheckDropCvars (string mon)
235 {
236         if not(self.candrop)
237                 return; // forced off
238         
239         string dropitem;
240         string dropsize;
241         
242         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
243         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
244         
245         if(autocvar_g_monsters_forcedrop)
246                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
247         else if(dropitem != "")
248                 Monster_DropItem(dropitem, dropsize);      
249         else
250                 Monster_DropItem("armor", "medium");
251 }
252
253 void Monster_CheckMinibossFlag ()
254 {
255         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
256                 return;
257                 
258         float chance = random() * 100;
259
260         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
261         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
262         {
263                 self.health += autocvar_g_monsters_miniboss_healthboost;
264                 self.flags |= MONSTERFLAG_MINIBOSS;
265                 if not(self.weapon)
266                         self.weapon = WEP_NEX;
267         }
268 }
269
270 float Monster_CanRespawn(entity ent)
271 {
272         other = ent;
273         if(MUTATOR_CALLHOOK(MonsterRespawn))
274                 return TRUE; // enabled by a mutator
275                 
276         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
277                 return FALSE;
278                 
279         if not(autocvar_g_monsters_respawn)
280                 return FALSE;
281                 
282         return TRUE;
283 }
284
285 void Monster_Fade ()
286 {
287         if(Monster_CanRespawn(self))
288         {
289                 self.monster_respawned = TRUE;
290                 self.think = self.monster_spawnfunc;
291                 self.nextthink = time + self.respawntime;
292                 self.deadflag = DEAD_RESPAWNING;
293                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
294                 {
295                         self.pos1 = self.origin;
296                         self.pos2 = self.angles;
297                 }
298                 self.event_damage = func_null;
299                 self.takedamage = DAMAGE_NO;
300                 setorigin(self, self.pos1);
301                 self.angles = self.pos2;
302                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
303                 
304                 self.SendFlags |= MSF_MOVE;
305                 self.SendFlags |= MSF_STATUS;
306                 
307                 return;
308         }
309         SUB_SetFade(self, time + 3, 1);
310 }
311
312 float Monster_CanJump (vector vel)
313 {
314         if(self.state)
315                 return FALSE; // already attacking
316         if not(self.flags & FL_ONGROUND)
317                 return FALSE; // not on the ground
318         if(self.health <= 0)
319                 return FALSE; // called when dead?
320         if(time < self.attack_finished_single)
321                 return FALSE; // still attacking
322
323         vector old = self.velocity;
324         
325         self.velocity = vel;
326         tracetoss(self, self);
327         self.velocity = old;
328         if (trace_ent != self.enemy)
329                 return FALSE;
330
331         return TRUE;
332 }
333
334 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
335 {
336         if(!Monster_CanJump(vel))
337                 return FALSE;
338                 
339         monsters_setframe(anm);
340         self.state = MONSTER_STATE_ATTACK_LEAP;
341         self.touch = touchfunc;
342         self.origin_z += 1;
343         self.velocity = vel;
344         self.flags &~= FL_ONGROUND;
345                 
346         self.attack_finished_single = time + anim_finished;
347         
348         return TRUE;
349 }
350
351 void monster_checkattack(entity e, entity targ)
352 {
353         if(e == world)
354                 return;
355         if(targ == world)
356                 return;
357                 
358         if not(e.monster_attackfunc)
359                 return;
360         
361         if(time < e.attack_finished_single)
362                 return;
363                 
364         if(vlen(targ.origin - e.origin) <= e.attack_range)
365         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
366         {
367                 monster_sound(e.msound_attack_melee, 0, FALSE);
368                 return;
369         }
370         
371         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
372         {
373                 monster_sound(e.msound_attack_ranged, 0, FALSE);
374                 return;
375         }
376 }
377
378 void monster_makevectors(entity e)
379 {
380         vector v;
381                 
382         v = CENTER_OR_VIEWOFS(e);
383         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
384         self.v_angle_x = -self.v_angle_x;
385         
386         makevectors(self.v_angle);
387 }
388
389 void monster_use ()
390 {
391         if (self.enemy)
392                 return;
393         if (self.health <= 0)
394                 return;
395
396         if(!monster_isvalidtarget(activator, self))
397                 return;
398
399         self.enemy = activator;
400 }
401
402 float trace_path(vector from, vector to)
403 {
404         vector dir = normalize(to - from) * 15, offset = '0 0 0';
405         float trace1 = trace_fraction;
406         
407         offset_x = dir_y;
408         offset_y = -dir_x;
409         traceline (from+offset, to+offset, TRUE, self);
410         
411         traceline(from-offset, to-offset, TRUE, self);
412                 
413         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
414 }
415
416 .float last_trace;
417 .float last_enemycheck; // for checking enemy
418 vector monster_pickmovetarget(entity targ)
419 {
420         // enemy is always preferred target
421         if(self.enemy)
422         {
423                 self.monster_movestate = MONSTER_MOVE_ENEMY;
424                 self.last_trace = time + 1.2;
425                 return self.enemy.origin;
426         }
427         
428         switch(self.monster_moveflags)
429         {
430                 case MONSTER_MOVE_OWNER:
431                 {
432                         self.monster_movestate = MONSTER_MOVE_OWNER;
433                         self.last_trace = time + 0.3;
434                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
435                                 return self.monster_owner.origin;
436                 }
437                 case MONSTER_MOVE_SPAWNLOC:
438                 {
439                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
440                         self.last_trace = time + 2;
441                         return self.pos1;
442                 }
443                 case MONSTER_MOVE_NOMOVE:
444                 {
445                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
446                         self.last_trace = time + 2;
447                         return self.origin;
448                 }
449                 default:
450                 case MONSTER_MOVE_WANDER:
451                 {
452                         vector pos;
453                         self.monster_movestate = MONSTER_MOVE_WANDER;
454                         self.last_trace = time + 2;
455                                 
456                         self.angles_y = random() * 500;
457                         makevectors(self.angles);
458                         pos = self.origin + v_forward * 600;
459                         
460                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
461                         {
462                                 pos_z = random() * 200;
463                                 if(random() >= 0.5)
464                                         pos_z *= -1;
465                         }
466                         
467                         if(targ)
468                         {
469                                 self.last_trace = time + 0.5;
470                                 pos = targ.origin;
471                         }
472                         
473                         return pos;
474                 }
475         }
476 }
477
478 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
479 {
480         fixedmakevectors(self.angles);
481
482         if(self.target2)
483                 self.goalentity = find(world, targetname, self.target2);
484                 
485         entity targ;
486
487         if(self.frozen)
488         {
489                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
490                 self.health = max(1, self.max_health * self.revive_progress);
491                 
492                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
493                         
494                 movelib_beak_simple(stopspeed);
495                         
496                 self.velocity = '0 0 0';
497                 self.enemy = world;
498                 self.nextthink = time + 0.1;
499                 
500                 if(self.revive_progress >= 1)
501                         Unfreeze(self); // wait for next think before attacking
502                         
503                 // don't bother updating angles here?
504                 if(self.origin != self.oldorigin)
505                 {
506                         self.oldorigin = self.origin;
507                         self.SendFlags |= MSF_MOVE;
508                 }
509                         
510                 return; // no moving while frozen
511         }
512         
513         if(self.flags & FL_SWIM)
514         {
515                 if(self.waterlevel < WATERLEVEL_WETFEET)
516                 {
517                         if(time >= self.last_trace)
518                         {
519                                 self.last_trace = time + 0.4;
520                                 
521                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
522                                 self.angles = '90 90 0';
523                                 if(random() < 0.5)
524                                 {
525                                         self.velocity_y += random() * 50;
526                                         self.velocity_x -= random() * 50;
527                                 }
528                                 else
529                                 {
530                                         self.velocity_y -= random() * 50;
531                                         self.velocity_x += random() * 50;
532                                 }
533                                 self.velocity_z += random() * 150;
534                         }
535                                 
536                         
537                         self.movetype = MOVETYPE_BOUNCE;
538                         //self.velocity_z = -200;
539                                 
540                         self.SendFlags |= MSF_MOVE | MSF_ANG;
541                         
542                         return;
543                 }
544                 else
545                 {
546                         self.angles = '0 0 0';
547                         self.movetype = MOVETYPE_WALK;
548                 }
549         }
550         
551         targ = self.goalentity;
552         
553         monster_target = targ;
554         monster_speed_run = runspeed;
555         monster_speed_walk = walkspeed;
556         
557         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)
558         {
559                 runspeed = walkspeed = 0;
560                 if(time >= self.spawn_time)
561                         monsters_setframe(manim_idle);
562                 movelib_beak_simple(stopspeed);
563                 self.SendFlags |= MSF_MOVE;
564                 return;
565         }
566         
567         targ = monster_target;
568         runspeed = monster_speed_run;
569         walkspeed = monster_speed_walk;
570                 
571         if(IsDifferentTeam(self.monster_owner, self))
572                 self.monster_owner = world;
573                 
574         if(time >= self.last_enemycheck)
575         {
576                 if not(monster_isvalidtarget(self.enemy, self))
577                         self.enemy = world;
578                 self.last_enemycheck = time + 2;
579         }
580                 
581         if(self.enemy && self.enemy.health < 1)
582                 self.enemy = world; // enough!
583                 
584         if not(self.enemy)
585         {
586                 self.enemy = FindTarget(self);
587                 if(self.enemy)
588                         monster_sound(self.msound_sight, 0, FALSE);
589         }
590         
591         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
592                 self.state = 0;
593                 
594         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
595         if(time >= self.last_trace || self.enemy) // update enemy instantly
596                 self.moveto = monster_pickmovetarget(targ);
597
598         if not(self.enemy)
599                 monster_sound(self.msound_idle, 5, TRUE);
600         
601         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
602                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
603         
604         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
605         {
606                 self.state = 0;
607                 self.touch = MonsterTouch;
608         }
609         
610         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
611         
612         float turny = 0;
613         vector real_angle = vectoangles(self.steerto) - self.angles;
614         
615         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
616                 turny = 20;
617                 
618         if(self.flags & FL_SWIM)
619                 turny = vlen(self.angles - self.moveto);
620         
621         if(turny)
622         {
623                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
624                 self.angles_y += turny;
625         }
626         
627         if(self.state == MONSTER_STATE_ATTACK_MELEE)
628                 self.moveto = self.origin;
629         else if(self.enemy)
630                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
631         
632         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
633                 self.moveto_z = self.origin_z; 
634         
635         float l = vlen(self.moveto - self.origin);
636         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
637         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
638         
639         if(self.flags & FL_FLY || self.flags & FL_SWIM)
640                 v_forward = normalize(self.moveto - self.origin);
641         
642         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
643         if(self.flags & FL_ONGROUND)
644                 movelib_jump_simple(100);
645
646         if(vlen(self.origin - self.moveto) > 64)
647         {
648                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
649                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
650                 else
651                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
652                 if(time > self.pain_finished)
653                 if(time > self.attack_finished_single)
654                 if(vlen(self.velocity) > 0)
655                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
656                 else
657                         monsters_setframe(manim_idle);
658         }
659         else
660         {
661                 entity e = find(world, targetname, self.target2);
662                 if(e.target2)
663                         self.target2 = e.target2;
664                 else if(e.target)
665                         self.target2 = e.target;
666                 
667                 movelib_beak_simple(stopspeed);
668                 if(time > self.attack_finished_single)
669                 if(time > self.pain_finished)
670                 if (vlen(self.velocity) <= 30)
671                         monsters_setframe(manim_idle);
672         }
673         
674         monster_checkattack(self, self.enemy);
675         
676         if(self.angles != self.oldangles)
677         {
678                 self.oldangles = self.angles;
679                 self.SendFlags |= MSF_ANG;
680         }
681         
682         if(self.origin != self.oldorigin)
683         {
684                 self.oldorigin = self.origin;
685                 self.SendFlags |= MSF_MOVE;
686         }
687 }
688
689 void monster_dead_think()
690 {
691         self.think = monster_dead_think;
692         self.nextthink = time + 0.3; // don't need to update so often now
693         
694         self.deadflag = DEAD_DEAD;
695
696         if(time >= self.ltime)
697         {
698                 Monster_Fade();
699                 return;
700         }
701         
702         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
703 }
704
705 void monsters_setstatus()
706 {
707         self.stat_monsters_total = monsters_total;
708         self.stat_monsters_killed = monsters_killed;
709 }
710
711 void Monster_Appear()
712 {
713         self.enemy = activator;
714         self.spawnflags &~= MONSTERFLAG_APPEAR;
715         self.monster_spawnfunc();
716 }
717
718 float Monster_CheckAppearFlags(entity ent)
719 {
720         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
721                 return FALSE;
722         
723         ent.think = func_null;
724         ent.nextthink = 0;
725         ent.use = Monster_Appear;
726         ent.flags = FL_MONSTER; // set so this monster can get butchered
727         
728         return TRUE;
729 }
730
731 void monsters_reset()
732 {
733         setorigin(self, self.pos1);
734         self.angles = self.pos2;
735         
736         self.health = self.max_health;
737         self.velocity = '0 0 0';
738         self.enemy = world;
739         self.goalentity = world;
740         self.attack_finished_single = 0;
741         self.moveto = self.origin;
742         
743         WaypointSprite_UpdateHealth(self.sprite, self.health);
744 }
745
746 float monster_send(entity to, float sf)
747 {
748         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
749         WriteByte(MSG_ENTITY, sf);
750         if(sf & MSF_SETUP)
751         {
752             WriteByte(MSG_ENTITY, self.monsterid);
753             
754             WriteCoord(MSG_ENTITY, self.origin_x);
755             WriteCoord(MSG_ENTITY, self.origin_y);
756             WriteCoord(MSG_ENTITY, self.origin_z);
757             
758             WriteAngle(MSG_ENTITY, self.angles_x);
759             WriteAngle(MSG_ENTITY, self.angles_y);
760                 
761                 WriteByte(MSG_ENTITY, self.skin);
762                 WriteByte(MSG_ENTITY, self.team);
763     }
764     
765     if(sf & MSF_ANG)
766     {
767         WriteShort(MSG_ENTITY, rint(self.angles_x));
768         WriteShort(MSG_ENTITY, rint(self.angles_y));
769     }
770     
771     if(sf & MSF_MOVE)
772     {
773         WriteShort(MSG_ENTITY, rint(self.origin_x));
774         WriteShort(MSG_ENTITY, rint(self.origin_y));
775         WriteShort(MSG_ENTITY, rint(self.origin_z));
776
777         WriteShort(MSG_ENTITY, rint(self.velocity_x));
778         WriteShort(MSG_ENTITY, rint(self.velocity_y));
779         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
780         
781         WriteShort(MSG_ENTITY, rint(self.angles_y));        
782     }
783     
784     if(sf & MSF_ANIM)
785     {
786         WriteCoord(MSG_ENTITY, self.anim_start_time);
787         WriteByte(MSG_ENTITY, self.frame);
788     }
789     
790     if(sf & MSF_STATUS)
791     {
792                 WriteByte(MSG_ENTITY, self.skin);
793                 
794         WriteByte(MSG_ENTITY, self.team);
795                 
796                 WriteByte(MSG_ENTITY, self.deadflag);
797         
798         if(self.health <= 0)
799             WriteByte(MSG_ENTITY, 0);
800         else
801             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
802     }
803     
804         return TRUE;
805 }
806
807 void monster_link(void() spawnproc)
808 {
809     Net_LinkEntity(self, TRUE, 0, monster_send);
810     self.think      = spawnproc;
811     self.nextthink  = time;
812 }
813
814 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
815 {
816         self.health -= damage;
817                 
818         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
819                 
820         if(self.health <= -100) // 100 health until gone?
821         {
822                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
823                 
824                 self.think = SUB_Remove;
825                 self.nextthink = time + 0.1;
826         }
827 }
828
829 void monster_die()
830 {
831         self.think = monster_dead_think;
832         self.nextthink = self.ticrate;
833         self.ltime = time + 5;
834         
835         Monster_CheckDropCvars(self.netname);
836
837         WaypointSprite_Kill(self.sprite);
838                 
839         if(self.weaponentity)
840         {
841                 remove(self.weaponentity);
842                 self.weaponentity = world;
843         }
844                 
845         monster_sound(self.msound_death, 0, FALSE);
846                 
847         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
848                 monsters_killed += 1;
849                 
850         if(self.candrop && self.weapon)
851                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
852                 
853         if(IS_CLIENT(self.realowner))
854                 self.realowner.monstercount -= 1;
855                 
856         self.event_damage       = monsters_corpse_damage;
857         self.solid                      = SOLID_CORPSE;
858         self.takedamage         = DAMAGE_AIM;
859         self.enemy                      = world;
860         self.movetype           = MOVETYPE_TOSS;
861         self.moveto                     = self.origin;
862         self.touch                      = MonsterTouch; // reset incase monster was pouncing
863         
864         if not(self.flags & FL_FLY)
865                 self.velocity = '0 0 0';
866         
867         self.SendFlags |= MSF_MOVE;
868                 
869         totalspawned -= 1;
870         
871         MON_ACTION(self.monsterid, MR_DEATH);
872 }
873
874 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
875 {
876         if(self.frozen && deathtype != DEATH_KILL)
877                 return;
878                 
879         if(time < self.pain_finished && deathtype != DEATH_KILL)
880                 return;
881                 
882         if(time < self.spawnshieldtime)
883                 return;
884                 
885         if(deathtype != DEATH_KILL)
886                 damage *= self.armorvalue;
887                 
888         if(self.weaponentity && self.weaponentity.classname == "shield")
889                 self.weaponentity.health -= damage;
890                 
891         self.health -= damage;
892         
893         if(self.sprite)
894                 WaypointSprite_UpdateHealth(self.sprite, self.health);
895                 
896         self.dmg_time = time;
897
898         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
899                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
900         
901         self.velocity += force * self.damageforcescale;
902                 
903         if(deathtype != DEATH_DROWN)
904         {
905                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
906                 if (damage > 50)
907                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
908                 if (damage > 100)
909                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
910         }
911                 
912         if(self.health <= 0)
913         {        
914                 if(self.sprite)
915                 {
916                         // Update one more time to avoid waypoint fading without emptying healthbar
917                         WaypointSprite_UpdateHealth(self.sprite, 0);
918                 }
919                 
920                 if(deathtype == DEATH_KILL)
921                         self.candrop = FALSE; // killed by mobkill command
922                         
923                 // TODO: fix this?
924                 activator = attacker;
925                 other = self.enemy;
926                 SUB_UseTargets();
927                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
928         
929                 monster_die();
930                 
931                 frag_attacker = attacker;
932                 frag_target = self;
933                 MUTATOR_CALLHOOK(MonsterDies);
934                 
935                 if(self.health <= -100) // check if we're already gibbed
936                 {
937                         Violence_GibSplash(self, 1, 0.5, attacker);
938                 
939                         self.think = SUB_Remove;
940                         self.nextthink = time + 0.1;
941                 }
942         }
943         
944         self.SendFlags |= MSF_STATUS;
945 }
946
947 void monster_think()
948 {
949         self.think = monster_think;
950         self.nextthink = self.ticrate;
951         
952         MON_ACTION(self.monsterid, MR_THINK);
953 }
954
955 void monster_spawn()
956 {
957         MON_ACTION(self.monsterid, MR_SETUP);
958
959         if not(self.monster_respawned)
960                 Monster_CheckMinibossFlag();
961         
962         self.max_health = self.health;
963         self.pain_finished = self.nextthink;
964         self.anim_start_time = time;
965         
966         if not(self.noalign)
967         {
968                 setorigin(self, self.origin + '0 0 20');
969                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
970                 setorigin(self, trace_endpos);
971         }
972         
973         if not(self.monster_respawned)
974         if not(self.skin)
975                 self.skin = rint(random() * 4);
976         
977         self.pos1 = self.origin;
978         
979         monster_setupsounds(self.netname);
980
981         monster_precachesounds(self);
982         
983         if(teamplay)
984                 self.monster_attack = TRUE; // we can have monster enemies in team games
985                 
986         if(autocvar_g_monsters_healthbars)
987         {
988                 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 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'));       
989                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
990                 WaypointSprite_UpdateHealth(self.sprite, self.health);
991         }
992         
993         monster_sound(self.msound_spawn, 0, FALSE);
994
995         MUTATOR_CALLHOOK(MonsterSpawn);
996         
997         self.think = monster_think;
998         self.nextthink = time + self.ticrate;
999         
1000         self.SendFlags = MSF_SETUP;
1001 }
1002
1003 float monster_initialize(float mon_id, float nodrop)
1004 {
1005         if not(autocvar_g_monsters)
1006                 return FALSE;
1007                 
1008         vector min_s, max_s;
1009         entity mon = get_monsterinfo(mon_id);
1010         
1011         // support for quake style removing monsters based on skill
1012         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
1013         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
1014         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
1015         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
1016         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
1017
1018         if(self.monster_name == "")
1019                 self.monster_name = M_NAME(mon_id);
1020         
1021         if(self.team && !teamplay)
1022                 self.team = 0;
1023
1024         self.flags = FL_MONSTER;
1025                 
1026         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1027         if not(self.monster_respawned)
1028                 monsters_total += 1;
1029                 
1030         min_s = mon.mins;
1031         max_s = mon.maxs;
1032         
1033         self.netname = mon.netname;
1034
1035         setsize(self, min_s, max_s);
1036         self.takedamage                 = DAMAGE_AIM;
1037         self.bot_attack                 = TRUE;
1038         self.iscreature                 = TRUE;
1039         self.teleportable               = TRUE;
1040         self.damagedbycontents  = TRUE;
1041         self.monsterid                  = mon_id;
1042         self.damageforcescale   = 0;
1043         self.event_damage               = monsters_damage;
1044         self.touch                              = MonsterTouch;
1045         self.use                                = monster_use;
1046         self.solid                              = SOLID_BBOX;
1047         self.movetype                   = MOVETYPE_WALK;
1048         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1049         monsters_spawned           += 1;
1050         self.enemy                              = world;
1051         self.velocity                   = '0 0 0';
1052         self.moveto                             = self.origin;
1053         self.pos2                               = self.angles;
1054         self.reset                              = monsters_reset;
1055         self.candrop                    = TRUE;
1056         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1057         self.oldtarget2                 = self.target2;
1058         self.deadflag                   = DEAD_NO;
1059         self.noalign                    = nodrop;
1060         self.spawn_time                 = time;
1061         self.gravity                    = 1;
1062         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1063         
1064         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1065                 self.flags |= FL_SWIM;
1066                 
1067         if(mon.spawnflags & MONSTER_TYPE_FLY)
1068         {
1069                 self.flags |= FL_FLY;
1070                 self.movetype = MOVETYPE_FLY;
1071         }
1072         
1073         if not(self.scale)
1074                 self.scale = 1;
1075                 
1076         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1077                 self.scale = 1.3;
1078         
1079         if not(self.attack_range)
1080                 self.attack_range = 120;
1081         
1082         if not(self.ticrate)
1083                 self.ticrate = autocvar_g_monsters_think_delay;
1084                 
1085         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1086         
1087         if not(self.armorvalue)
1088                 self.armorvalue = 1; // multiplier
1089         
1090         if not(self.target_range)
1091                 self.target_range = autocvar_g_monsters_target_range;
1092         
1093         if not(self.respawntime)
1094                 self.respawntime = autocvar_g_monsters_respawn_delay;
1095         
1096         if not(self.monster_moveflags)
1097                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1098         
1099         monster_link(monster_spawn);
1100
1101         return TRUE;
1102 }