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Add a cvar to control monster attack range
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void M_Item_Touch ()
7 {
8         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
9         {
10                 Item_Touch();
11                 self.think = SUB_Remove;
12                 self.nextthink = time + 0.1;
13         }
14 }
15
16 void monster_item_spawn()
17 {
18         if(self.monster_loot)
19                 self.monster_loot();
20         
21         self.gravity = 1;
22         self.velocity = randomvec() * 175 + '0 0 325';
23         self.touch = M_Item_Touch;
24         
25         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 }
27
28 void monster_dropitem()
29 {
30         if(!self.candrop || !self.monster_loot)
31                 return;
32
33         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
34         entity e = spawn();
35         
36         setorigin(e, org);
37         
38         e.monster_loot = self.monster_loot;
39         
40         other = e;
41         MUTATOR_CALLHOOK(MonsterDropItem);
42         e = other;
43         
44         e.think = monster_item_spawn;
45         e.nextthink = time + 0.3;
46 }
47
48 void monsters_setframe(float _frame)
49 {
50         if(self.frame == _frame)
51                 return;
52                 
53         self.anim_start_time = time;
54         self.frame = _frame;
55         self.SendFlags |= MSF_ANIM;
56 }
57
58 float monster_isvalidtarget (entity targ, entity ent)
59 {
60         if(!targ || !ent)
61                 return FALSE; // someone doesn't exist
62                 
63         if(time < game_starttime)
64                 return FALSE; // monsters do nothing before the match has started
65                 
66         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
67         
68         if(vlen(targ.origin - ent.origin) >= ent.target_range)
69                 return FALSE; // enemy is too far away
70                 
71         if not(targ.vehicle_flags & VHF_ISVEHICLE)
72         if(trace_ent != targ)
73                 return FALSE; // we can't see the enemy
74                 
75         if(targ.takedamage == DAMAGE_NO)
76                 return FALSE; // enemy can't be damaged
77                 
78         if(targ.items & IT_INVISIBILITY)
79                 return FALSE; // enemy is invisible
80                 
81         if(substring(targ.classname, 0, 10) == "onslaught_")
82                 return FALSE; // don't attack onslaught targets
83         
84         if(IS_SPEC(targ) || IS_OBSERVER(targ))
85                 return FALSE; // enemy is a spectator
86         
87         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
88         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
89                 return FALSE; // enemy/self is dead
90                 
91         if(ent.monster_owner == targ)
92                 return FALSE; // don't attack our master
93                 
94         if(targ.monster_owner == ent)
95                 return FALSE; // don't attack our pet
96         
97         if not(targ.vehicle_flags & VHF_ISVEHICLE)
98         if(targ.flags & FL_NOTARGET)
99                 return FALSE; // enemy can't be targeted
100         
101         if not(autocvar_g_monsters_typefrag)
102         if(targ.BUTTON_CHAT)
103                 return FALSE; // no typefragging!
104         
105         if not(IsDifferentTeam(targ, ent))
106                 return FALSE; // enemy is on our team
107                 
108         if(autocvar_g_monsters_target_infront)
109         if(ent.enemy != targ)
110         {
111                 float dot;
112
113                 makevectors (ent.angles);
114                 dot = normalize (targ.origin - ent.origin) * v_forward;
115                 
116                 if(dot <= 0.3)
117                         return FALSE;
118         }
119         
120         return TRUE;
121 }
122
123 entity FindTarget (entity ent) 
124 {
125         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
126         entity e;
127         
128         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
129         if(monster_isvalidtarget(e, ent))
130                 return e;
131
132         return world;
133 }
134
135 void MonsterTouch ()
136 {
137         if(other == world)
138                 return;
139                 
140         if(self.enemy != other)
141         if not(other.flags & FL_MONSTER)
142         if(monster_isvalidtarget(other, self))
143                 self.enemy = other;
144 }
145
146 void monster_sound(string msound, float sound_delay, float delaytoo)
147 {
148         if(delaytoo && time < self.msound_delay)
149                 return; // too early
150                 
151         if(msound == "")
152                 return; // sound doesn't exist
153
154         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
155
156         self.msound_delay = time + sound_delay;
157 }
158
159 void monster_precachesounds(entity e)
160 {
161         precache_sound(e.msound_idle);
162         precache_sound(e.msound_death);
163         precache_sound(e.msound_attack_melee);
164         precache_sound(e.msound_attack_ranged);
165         precache_sound(e.msound_sight);
166         precache_sound(e.msound_pain);
167 }
168
169 void monster_setupsounds(string mon)
170 {
171         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
172         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
173         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
174         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
175         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
176         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
177 }
178
179 float monster_melee(entity targ, float damg, float er, float deathtype, float dostop)
180 {
181         float rdmg = damg * random();
182
183         if (self.health <= 0)
184                 return FALSE;
185         if (targ == world)
186                 return FALSE;
187                 
188         if(dostop)
189         {
190                 self.velocity_x = 0;
191                 self.velocity_y = 0;
192                 self.state = MONSTER_STATE_ATTACK_MELEE;
193                 self.SendFlags |= MSF_MOVE;
194         }
195
196         makevectors (self.angles);
197         
198         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
199         
200         if(trace_ent.takedamage)
201                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
202                 
203         return TRUE;
204 }
205
206 void Monster_CheckMinibossFlag ()
207 {
208         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
209                 return;
210                 
211         float chance = random() * 100;
212
213         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
214         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
215         {
216                 self.health += autocvar_g_monsters_miniboss_healthboost;
217                 if not(self.weapon)
218                         self.weapon = WEP_NEX;
219         }
220 }
221
222 float Monster_CanRespawn(entity ent)
223 {
224         other = ent;
225         if(MUTATOR_CALLHOOK(MonsterRespawn))
226                 return TRUE; // enabled by a mutator
227                 
228         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
229                 return FALSE;
230                 
231         if not(autocvar_g_monsters_respawn)
232                 return FALSE;
233                 
234         return TRUE;
235 }
236
237 void Monster_Fade ()
238 {
239         if(Monster_CanRespawn(self))
240         {
241                 self.monster_respawned = TRUE;
242                 self.think = self.monster_spawnfunc;
243                 self.nextthink = time + self.respawntime;
244                 self.deadflag = DEAD_RESPAWNING;
245                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
246                 {
247                         self.pos1 = self.origin;
248                         self.pos2 = self.angles;
249                 }
250                 self.event_damage = func_null;
251                 self.takedamage = DAMAGE_NO;
252                 setorigin(self, self.pos1);
253                 self.angles = self.pos2;
254                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
255                 
256                 self.SendFlags |= MSF_MOVE;
257                 self.SendFlags |= MSF_STATUS;
258                 
259                 return;
260         }
261         SUB_SetFade(self, time + 3, 1);
262 }
263
264 float Monster_CanJump (vector vel)
265 {
266         if(self.state)
267                 return FALSE; // already attacking
268         if not(self.flags & FL_ONGROUND)
269                 return FALSE; // not on the ground
270         if(self.health <= 0)
271                 return FALSE; // called when dead?
272         if(time < self.attack_finished_single)
273                 return FALSE; // still attacking
274
275         vector old = self.velocity;
276         
277         self.velocity = vel;
278         tracetoss(self, self);
279         self.velocity = old;
280         if (trace_ent != self.enemy)
281                 return FALSE;
282
283         return TRUE;
284 }
285
286 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
287 {
288         if(!Monster_CanJump(vel))
289                 return FALSE;
290                 
291         monsters_setframe(anm);
292         self.state = MONSTER_STATE_ATTACK_LEAP;
293         self.touch = touchfunc;
294         self.origin_z += 1;
295         self.velocity = vel;
296         self.flags &~= FL_ONGROUND;
297                 
298         self.attack_finished_single = time + anim_finished;
299         
300         return TRUE;
301 }
302
303 void monster_checkattack(entity e, entity targ)
304 {
305         if(e == world)
306                 return;
307         if(targ == world)
308                 return;
309                 
310         if not(e.monster_attackfunc)
311                 return;
312         
313         if(time < e.attack_finished_single)
314                 return;
315                 
316         if(vlen(targ.origin - e.origin) <= e.attack_range)
317         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
318         {
319                 monster_sound(e.msound_attack_melee, 0, FALSE);
320                 return;
321         }
322         
323         if(vlen(targ.origin - e.origin) > e.attack_range)
324         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
325         {
326                 monster_sound(e.msound_attack_ranged, 0, FALSE);
327                 return;
328         }
329 }
330
331 void monster_makevectors(entity e)
332 {
333         vector v;
334                 
335         v = CENTER_OR_VIEWOFS(e);
336         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
337         self.v_angle_x = -self.v_angle_x;
338         
339         makevectors(self.v_angle);
340 }
341
342 void monster_use ()
343 {
344         if (self.enemy)
345                 return;
346         if (self.health <= 0)
347                 return;
348
349         if(!monster_isvalidtarget(activator, self))
350                 return;
351
352         self.enemy = activator;
353 }
354
355 float trace_path(vector from, vector to)
356 {
357         vector dir = normalize(to - from) * 15, offset = '0 0 0';
358         float trace1 = trace_fraction;
359         
360         offset_x = dir_y;
361         offset_y = -dir_x;
362         traceline (from+offset, to+offset, TRUE, self);
363         
364         traceline(from-offset, to-offset, TRUE, self);
365                 
366         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
367 }
368
369 .float last_trace;
370 .float last_enemycheck; // for checking enemy
371 vector monster_pickmovetarget(entity targ)
372 {
373         // enemy is always preferred target
374         if(self.enemy)
375         {
376                 self.monster_movestate = MONSTER_MOVE_ENEMY;
377                 self.last_trace = time + 1.2;
378                 return self.enemy.origin;
379         }
380         
381         switch(self.monster_moveflags)
382         {
383                 case MONSTER_MOVE_OWNER:
384                 {
385                         self.monster_movestate = MONSTER_MOVE_OWNER;
386                         self.last_trace = time + 0.3;
387                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
388                                 return self.monster_owner.origin;
389                 }
390                 case MONSTER_MOVE_SPAWNLOC:
391                 {
392                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
393                         self.last_trace = time + 2;
394                         return self.pos1;
395                 }
396                 case MONSTER_MOVE_NOMOVE:
397                 {
398                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
399                         self.last_trace = time + 2;
400                         return self.origin;
401                 }
402                 default:
403                 case MONSTER_MOVE_WANDER:
404                 {
405                         vector pos;
406                         self.monster_movestate = MONSTER_MOVE_WANDER;
407                         self.last_trace = time + 2;
408                                 
409                         self.angles_y = random() * 500;
410                         makevectors(self.angles);
411                         pos = self.origin + v_forward * 600;
412                         
413                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
414                         {
415                                 pos_z = random() * 200;
416                                 if(random() >= 0.5)
417                                         pos_z *= -1;
418                         }
419                         
420                         if(targ)
421                         {
422                                 self.last_trace = time + 0.5;
423                                 pos = targ.origin;
424                         }
425                         
426                         return pos;
427                 }
428         }
429 }
430
431 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
432 {
433         fixedmakevectors(self.angles);
434
435         if(self.target2)
436                 self.goalentity = find(world, targetname, self.target2);
437                 
438         entity targ;
439
440         if(self.frozen)
441         {
442                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
443                 self.health = max(1, self.max_health * self.revive_progress);
444                 
445                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
446                         
447                 movelib_beak_simple(stopspeed);
448                         
449                 self.velocity = '0 0 0';
450                 self.enemy = world;
451                 self.nextthink = time + 0.1;
452                 
453                 if(self.revive_progress >= 1)
454                         Unfreeze(self); // wait for next think before attacking
455                         
456                 // don't bother updating angles here?
457                 if(self.origin != self.oldorigin)
458                 {
459                         self.oldorigin = self.origin;
460                         self.SendFlags |= MSF_MOVE;
461                 }
462                         
463                 return; // no moving while frozen
464         }
465         
466         if(self.flags & FL_SWIM)
467         {
468                 if(self.waterlevel < WATERLEVEL_WETFEET)
469                 {
470                         if(time >= self.last_trace)
471                         {
472                                 self.last_trace = time + 0.4;
473                                 
474                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
475                                 self.angles = '90 90 0';
476                                 if(random() < 0.5)
477                                 {
478                                         self.velocity_y += random() * 50;
479                                         self.velocity_x -= random() * 50;
480                                 }
481                                 else
482                                 {
483                                         self.velocity_y -= random() * 50;
484                                         self.velocity_x += random() * 50;
485                                 }
486                                 self.velocity_z += random() * 150;
487                         }
488                                 
489                         
490                         self.movetype = MOVETYPE_BOUNCE;
491                         //self.velocity_z = -200;
492                                 
493                         self.SendFlags |= MSF_MOVE | MSF_ANG;
494                         
495                         return;
496                 }
497                 else
498                 {
499                         self.angles = '0 0 0';
500                         self.movetype = MOVETYPE_WALK;
501                 }
502         }
503         
504         targ = self.goalentity;
505         
506         monster_target = targ;
507         monster_speed_run = runspeed;
508         monster_speed_walk = walkspeed;
509         
510         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)
511         {
512                 runspeed = walkspeed = 0;
513                 if(time >= self.spawn_time)
514                         monsters_setframe(manim_idle);
515                 movelib_beak_simple(stopspeed);
516                 self.SendFlags |= MSF_MOVE;
517                 return;
518         }
519         
520         targ = monster_target;
521         runspeed = monster_speed_run;
522         walkspeed = monster_speed_walk;
523         
524         if(teamplay)
525         if(autocvar_g_monsters_teams)
526         if(IsDifferentTeam(self.monster_owner, self))
527                 self.monster_owner = world;
528                 
529         if(time >= self.last_enemycheck)
530         {
531                 if not(monster_isvalidtarget(self.enemy, self))
532                         self.enemy = world;
533                 self.last_enemycheck = time + 2;
534         }
535                 
536         if(self.enemy && self.enemy.health < 1)
537                 self.enemy = world; // enough!
538                 
539         if not(self.enemy)
540         {
541                 self.enemy = FindTarget(self);
542                 if(self.enemy)
543                         monster_sound(self.msound_sight, 0, FALSE);
544         }
545         
546         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
547                 self.state = 0;
548                 
549         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
550         if(time >= self.last_trace || self.enemy) // update enemy instantly
551                 self.moveto = monster_pickmovetarget(targ);
552
553         if not(self.enemy)
554                 monster_sound(self.msound_idle, 5, TRUE);
555         
556         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
557                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
558         
559         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
560         {
561                 self.state = 0;
562                 self.touch = MonsterTouch;
563         }
564         
565         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
566         
567         float turny = 0;
568         vector real_angle = vectoangles(self.steerto) - self.angles;
569         
570         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
571                 turny = 20;
572                 
573         if(self.flags & FL_SWIM)
574                 turny = vlen(self.angles - self.moveto);
575         
576         if(turny)
577         {
578                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
579                 self.angles_y += turny;
580         }
581         
582         if(self.state == MONSTER_STATE_ATTACK_MELEE)
583                 self.moveto = self.origin;
584         else if(self.enemy)
585                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
586         
587         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
588                 self.moveto_z = self.origin_z; 
589         
590         float l = vlen(self.moveto - self.origin);
591         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
592         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
593         
594         if(self.flags & FL_FLY || self.flags & FL_SWIM)
595                 v_forward = normalize(self.moveto - self.origin);
596         
597         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
598         if(self.flags & FL_ONGROUND)
599                 movelib_jump_simple(100);
600
601         if(vlen(self.origin - self.moveto) > 64)
602         {
603                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
604                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
605                 else
606                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
607                 if(time > self.pain_finished)
608                 if(time > self.attack_finished_single)
609                 if(vlen(self.velocity) > 0)
610                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
611                 else
612                         monsters_setframe(manim_idle);
613         }
614         else
615         {
616                 entity e = find(world, targetname, self.target2);
617                 if(e.target2)
618                         self.target2 = e.target2;
619                 else if(e.target)
620                         self.target2 = e.target;
621                 
622                 movelib_beak_simple(stopspeed);
623                 if(time > self.attack_finished_single)
624                 if(time > self.pain_finished)
625                 if (vlen(self.velocity) <= 30)
626                         monsters_setframe(manim_idle);
627         }
628         
629         monster_checkattack(self, self.enemy);
630         
631         if(self.angles != self.oldangles)
632         {
633                 self.oldangles = self.angles;
634                 self.SendFlags |= MSF_ANG;
635         }
636         
637         if(self.origin != self.oldorigin)
638         {
639                 self.oldorigin = self.origin;
640                 self.SendFlags |= MSF_MOVE;
641         }
642 }
643
644 void monster_dead_think()
645 {
646         self.think = monster_dead_think;
647         self.nextthink = time + 0.3; // don't need to update so often now
648         
649         self.deadflag = DEAD_DEAD;
650
651         if(time >= self.ltime)
652         {
653                 Monster_Fade();
654                 return;
655         }
656         
657         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
658 }
659
660 void monsters_setstatus()
661 {
662         self.stat_monsters_total = monsters_total;
663         self.stat_monsters_killed = monsters_killed;
664 }
665
666 void Monster_Appear()
667 {
668         self.enemy = activator;
669         self.spawnflags &~= MONSTERFLAG_APPEAR;
670         self.monster_spawnfunc();
671 }
672
673 float Monster_CheckAppearFlags(entity ent)
674 {
675         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
676                 return FALSE;
677         
678         ent.think = func_null;
679         ent.nextthink = 0;
680         ent.use = Monster_Appear;
681         ent.flags = FL_MONSTER; // set so this monster can get butchered
682         
683         return TRUE;
684 }
685
686 void monsters_reset()
687 {
688         setorigin(self, self.pos1);
689         self.angles = self.pos2;
690         
691         self.health = self.max_health;
692         self.velocity = '0 0 0';
693         self.enemy = world;
694         self.goalentity = world;
695         self.attack_finished_single = 0;
696         self.moveto = self.origin;
697         
698         WaypointSprite_UpdateHealth(self.sprite, self.health);
699 }
700
701 float monster_send(entity to, float sf)
702 {
703         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
704         WriteByte(MSG_ENTITY, sf);
705         if(sf & MSF_SETUP)
706         {
707             WriteByte(MSG_ENTITY, self.monsterid);
708             
709             WriteCoord(MSG_ENTITY, self.origin_x);
710             WriteCoord(MSG_ENTITY, self.origin_y);
711             WriteCoord(MSG_ENTITY, self.origin_z);
712             
713             WriteAngle(MSG_ENTITY, self.angles_x);
714             WriteAngle(MSG_ENTITY, self.angles_y);
715                 
716                 WriteByte(MSG_ENTITY, self.skin);
717                 WriteByte(MSG_ENTITY, self.team);
718     }
719     
720     if(sf & MSF_ANG)
721     {
722         WriteShort(MSG_ENTITY, rint(self.angles_x));
723         WriteShort(MSG_ENTITY, rint(self.angles_y));
724     }
725     
726     if(sf & MSF_MOVE)
727     {
728         WriteShort(MSG_ENTITY, rint(self.origin_x));
729         WriteShort(MSG_ENTITY, rint(self.origin_y));
730         WriteShort(MSG_ENTITY, rint(self.origin_z));
731
732         WriteShort(MSG_ENTITY, rint(self.velocity_x));
733         WriteShort(MSG_ENTITY, rint(self.velocity_y));
734         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
735         
736         WriteShort(MSG_ENTITY, rint(self.angles_y));        
737     }
738     
739     if(sf & MSF_ANIM)
740     {
741         WriteCoord(MSG_ENTITY, self.anim_start_time);
742         WriteByte(MSG_ENTITY, self.frame);
743     }
744     
745     if(sf & MSF_STATUS)
746     {
747                 WriteByte(MSG_ENTITY, self.skin);
748                 
749         WriteByte(MSG_ENTITY, self.team);
750                 
751                 WriteByte(MSG_ENTITY, self.deadflag);
752         
753         if(self.health <= 0)
754             WriteByte(MSG_ENTITY, 0);
755         else
756             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
757     }
758     
759         return TRUE;
760 }
761
762 void monster_link(void() spawnproc)
763 {
764     Net_LinkEntity(self, TRUE, 0, monster_send);
765     self.think      = spawnproc;
766     self.nextthink  = time;
767 }
768
769 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
770 {
771         self.health -= damage;
772                 
773         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
774                 
775         if(self.health <= -100) // 100 health until gone?
776         {
777                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
778                 
779                 self.think = SUB_Remove;
780                 self.nextthink = time + 0.1;
781         }
782 }
783
784 void monster_die()
785 {
786         self.think = monster_dead_think;
787         self.nextthink = self.ticrate;
788         self.ltime = time + 5;
789         
790         monster_dropitem();
791
792         WaypointSprite_Kill(self.sprite);
793                 
794         if(self.weaponentity)
795         {
796                 remove(self.weaponentity);
797                 self.weaponentity = world;
798         }
799                 
800         monster_sound(self.msound_death, 0, FALSE);
801                 
802         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
803                 monsters_killed += 1;
804                 
805         if(self.candrop && self.weapon)
806                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
807                 
808         if(IS_CLIENT(self.realowner))
809                 self.realowner.monstercount -= 1;
810                 
811         self.event_damage       = monsters_corpse_damage;
812         self.solid                      = SOLID_CORPSE;
813         self.takedamage         = DAMAGE_AIM;
814         self.enemy                      = world;
815         self.movetype           = MOVETYPE_TOSS;
816         self.moveto                     = self.origin;
817         self.touch                      = MonsterTouch; // reset incase monster was pouncing
818         
819         if not(self.flags & FL_FLY)
820                 self.velocity = '0 0 0';
821         
822         self.SendFlags |= MSF_MOVE;
823         
824         // number of monsters spawned with mobspawn command
825         totalspawned -= 1;
826         
827         MON_ACTION(self.monsterid, MR_DEATH);
828 }
829
830 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
831 {
832         if(self.frozen && deathtype != DEATH_KILL)
833                 return;
834                 
835         if(time < self.pain_finished && deathtype != DEATH_KILL)
836                 return;
837                 
838         if(time < self.spawnshieldtime)
839                 return;
840                 
841         if(deathtype != DEATH_KILL)
842                 damage *= self.armorvalue;
843                 
844         if(self.weaponentity && self.weaponentity.classname == "shield")
845                 self.weaponentity.health -= damage;
846                 
847         self.health -= damage;
848         
849         if(self.sprite)
850                 WaypointSprite_UpdateHealth(self.sprite, self.health);
851                 
852         self.dmg_time = time;
853
854         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
855                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
856         
857         self.velocity += force * self.damageforcescale;
858                 
859         if(deathtype != DEATH_DROWN)
860         {
861                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
862                 if (damage > 50)
863                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
864                 if (damage > 100)
865                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
866         }
867                 
868         if(self.health <= 0)
869         {        
870                 if(self.sprite)
871                 {
872                         // Update one more time to avoid waypoint fading without emptying healthbar
873                         WaypointSprite_UpdateHealth(self.sprite, 0);
874                 }
875                 
876                 if(deathtype == DEATH_KILL)
877                         self.candrop = FALSE; // killed by mobkill command
878                         
879                 // TODO: fix this?
880                 activator = attacker;
881                 other = self.enemy;
882                 SUB_UseTargets();
883                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
884         
885                 monster_die();
886                 
887                 frag_attacker = attacker;
888                 frag_target = self;
889                 MUTATOR_CALLHOOK(MonsterDies);
890                 
891                 if(self.health <= -100) // check if we're already gibbed
892                 {
893                         Violence_GibSplash(self, 1, 0.5, attacker);
894                 
895                         self.think = SUB_Remove;
896                         self.nextthink = time + 0.1;
897                 }
898         }
899         
900         self.SendFlags |= MSF_STATUS;
901 }
902
903 void monster_think()
904 {
905         self.think = monster_think;
906         self.nextthink = self.ticrate;
907         
908         MON_ACTION(self.monsterid, MR_THINK);
909 }
910
911 void monster_spawn()
912 {
913         MON_ACTION(self.monsterid, MR_SETUP);
914
915         if not(self.monster_respawned)
916                 Monster_CheckMinibossFlag();
917         
918         self.max_health = self.health;
919         self.pain_finished = self.nextthink;
920         self.anim_start_time = time;
921         
922         if not(self.noalign)
923         {
924                 setorigin(self, self.origin + '0 0 20');
925                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
926                 setorigin(self, trace_endpos);
927         }
928         
929         if not(self.monster_respawned)
930         if not(self.skin)
931                 self.skin = rint(random() * 4);
932                 
933         if not(self.attack_range)
934                 self.attack_range = autocvar_g_monsters_attack_range;
935         
936         self.pos1 = self.origin;
937         
938         monster_setupsounds(self.netname);
939
940         monster_precachesounds(self);
941         
942         if(teamplay)
943                 self.monster_attack = TRUE; // we can have monster enemies in team games
944                 
945         if(autocvar_g_monsters_healthbars)
946         {
947                 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'));       
948                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
949                 WaypointSprite_UpdateHealth(self.sprite, self.health);
950         }
951         
952         monster_sound(self.msound_spawn, 0, FALSE);
953
954         MUTATOR_CALLHOOK(MonsterSpawn);
955         
956         self.think = monster_think;
957         self.nextthink = time + self.ticrate;
958         
959         self.SendFlags = MSF_SETUP;
960 }
961
962 float monster_initialize(float mon_id, float nodrop)
963 {
964         if not(autocvar_g_monsters)
965                 return FALSE;
966                 
967         vector min_s, max_s;
968         entity mon = get_monsterinfo(mon_id);
969         
970         // support for quake style removing monsters based on skill
971         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
972         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
973         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
974         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
975         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
976
977         if(self.monster_name == "")
978                 self.monster_name = M_NAME(mon_id);
979         
980         if(self.team && !teamplay)
981                 self.team = 0;
982
983         self.flags = FL_MONSTER;
984                 
985         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
986         if not(self.monster_respawned)
987                 monsters_total += 1;
988                 
989         min_s = mon.mins;
990         max_s = mon.maxs;
991         
992         self.netname = mon.netname;
993
994         setsize(self, min_s, max_s);
995         self.takedamage                 = DAMAGE_AIM;
996         self.bot_attack                 = TRUE;
997         self.iscreature                 = TRUE;
998         self.teleportable               = TRUE;
999         self.damagedbycontents  = TRUE;
1000         self.monsterid                  = mon_id;
1001         self.damageforcescale   = 0;
1002         self.event_damage               = monsters_damage;
1003         self.touch                              = MonsterTouch;
1004         self.use                                = monster_use;
1005         self.solid                              = SOLID_BBOX;
1006         self.movetype                   = MOVETYPE_WALK;
1007         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1008         monsters_spawned           += 1;
1009         self.enemy                              = world;
1010         self.velocity                   = '0 0 0';
1011         self.moveto                             = self.origin;
1012         self.pos2                               = self.angles;
1013         self.reset                              = monsters_reset;
1014         self.candrop                    = TRUE;
1015         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1016         self.oldtarget2                 = self.target2;
1017         self.deadflag                   = DEAD_NO;
1018         self.noalign                    = nodrop;
1019         self.spawn_time                 = time;
1020         self.gravity                    = 1;
1021         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1022         
1023         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1024                 self.flags |= FL_SWIM;
1025                 
1026         if(mon.spawnflags & MONSTER_TYPE_FLY)
1027         {
1028                 self.flags |= FL_FLY;
1029                 self.movetype = MOVETYPE_FLY;
1030         }
1031         
1032         if not(self.scale)
1033                 self.scale = 1;
1034                 
1035         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1036                 self.scale = 1.3;
1037         
1038         if not(self.ticrate)
1039                 self.ticrate = autocvar_g_monsters_think_delay;
1040                 
1041         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1042         
1043         if not(self.armorvalue)
1044                 self.armorvalue = 1; // multiplier
1045         
1046         if not(self.target_range)
1047                 self.target_range = autocvar_g_monsters_target_range;
1048         
1049         if not(self.respawntime)
1050                 self.respawntime = autocvar_g_monsters_respawn_delay;
1051         
1052         if not(self.monster_moveflags)
1053                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1054         
1055         monster_link(monster_spawn);
1056
1057         return TRUE;
1058 }