4 #include "../../dpdefs/progsdefs.qh"
5 #include "../../dpdefs/dpextensions.qh"
6 #include "../../warpzonelib/common.qh"
7 #include "../constants.qh"
11 #include "sv_monsters.qh"
12 #include "../weapons/all.qh"
13 #include "../../server/autocvars.qh"
14 #include "../../server/defs.qh"
15 #include "../deathtypes.qh"
16 #include "../../server/mutators/mutators_include.qh"
17 #include "../turrets/sv_turrets.qh"
18 #include "../turrets/util.qh"
19 #include "../vehicles/all.qh"
20 #include "../../server/campaign.qh"
21 #include "../../server/command/common.qh"
22 #include "../../server/command/cmd.qh"
23 #include "../triggers/triggers.qh"
24 #include "../../csqcmodellib/sv_model.qh"
25 #include "../../server/round_handler.qh"
28 void monsters_setstatus()
30 self.stat_monsters_total = monsters_total;
31 self.stat_monsters_killed = monsters_killed;
34 void monster_dropitem()
36 if(!self.candrop || !self.monster_loot)
39 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
41 e.spawnfunc_checked = true;
43 e.monster_loot = self.monster_loot;
45 MUTATOR_CALLHOOK(MonsterDropItem, e);
48 if(e && e.monster_loot)
54 e.movetype = MOVETYPE_TOSS;
57 e.velocity = randomvec() * 175 + '0 0 325';
58 e.item_spawnshieldtime = time + 0.7;
59 e.classname = "droppedweapon"; // use weapon handling to remove it on touch
60 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
65 void monster_makevectors(entity e)
71 v = e.origin + (e.mins + e.maxs) * 0.5;
72 self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
73 self.v_angle_x = -self.v_angle_x;
76 makevectors(self.v_angle);
83 bool Monster_ValidTarget(entity mon, entity player)
85 // ensure we're not checking nonexistent monster/target
86 if(!mon || !player) { return false; }
89 || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen
90 || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
91 || (time < game_starttime) // monsters do nothing before match has started
92 || (player.takedamage == DAMAGE_NO)
93 || (player.items & IT_INVISIBILITY)
94 || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators
95 || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0))
96 || (mon.monster_follow == player || player.monster_follow == mon)
97 || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET))
98 || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT)
99 || (SAME_TEAM(player, mon))
101 || (player.alpha != 0 && player.alpha < 0.5)
104 // if any of the above checks fail, target is not valid
108 traceline(mon.origin + self.view_ofs, player.origin, 0, mon);
110 if((trace_fraction < 1) && (trace_ent != player))
113 if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT))
114 if(mon.enemy != player)
118 makevectors (mon.angles);
119 dot = normalize (player.origin - mon.origin) * v_forward;
121 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
124 return true; // this target is valid!
127 entity Monster_FindTarget(entity mon)
129 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
131 entity head, closest_target = world;
132 head = findradius(mon.origin, mon.target_range);
134 while(head) // find the closest acceptable target to pass to
136 if(head.monster_attack)
137 if(Monster_ValidTarget(mon, head))
139 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
140 vector head_center = CENTER_OR_VIEWOFS(head);
141 vector ent_center = CENTER_OR_VIEWOFS(mon);
145 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
146 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
147 { closest_target = head; }
149 else { closest_target = head; }
155 return closest_target;
158 void monster_setupcolors(entity mon)
160 if(IS_PLAYER(mon.realowner))
161 mon.colormap = mon.realowner.colormap;
162 else if(teamplay && mon.team)
163 mon.colormap = 1024 + (mon.team - 1) * 17;
166 if(mon.monster_skill <= MONSTER_SKILL_EASY)
168 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
170 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
172 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
174 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
181 void monster_changeteam(entity ent, float newteam)
183 if(!teamplay) { return; }
186 ent.monster_attack = true; // new team, activate attacking
187 monster_setupcolors(ent);
191 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
193 ent.sprite.team = newteam;
194 ent.sprite.SendFlags |= 1;
198 void Monster_Delay_Action()
200 entity oldself = self;
202 if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); }
207 oldself.think = Monster_Delay_Action;
208 oldself.nextthink = time + oldself.respawn_time;
212 oldself.think = SUB_Remove;
213 oldself.nextthink = time;
217 void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func)
219 // deferred attacking, checks if monster is still alive and target is still valid before attacking
222 e.think = Monster_Delay_Action;
223 e.nextthink = time + defer_amnt;
224 e.count = defer_amnt;
227 e.cnt = repeat_count;
228 e.respawn_time = repeat_defer;
236 string get_monster_model_datafilename(string m, float sk, string fil)
241 m = "models/monsters/*_";
243 m = strcat(m, ftos(sk));
246 return strcat(m, ".", fil);
249 void Monster_Sound_Precache(string f)
253 fh = fopen(f, FILE_READ);
256 while((s = fgets(fh)))
258 if(tokenize_console(s) != 3)
260 LOG_TRACE("Invalid sound info line: ", s, "\n");
263 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
268 void Monster_Sounds_Precache()
270 string m = (get_monsterinfo(self.monsterid)).m_model.model_str();
271 float globhandle, n, i;
274 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
277 n = search_getsize(globhandle);
278 for (i = 0; i < n; ++i)
280 //print(search_getfilename(globhandle, i), "\n");
281 f = search_getfilename(globhandle, i);
282 Monster_Sound_Precache(f);
284 search_end(globhandle);
287 void Monster_Sounds_Clear()
289 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
294 .string Monster_Sound_SampleField(string type)
296 GetMonsterSoundSampleField_notFound = 0;
299 #define _MSOUND(m) case #m: return monstersound_##m;
303 GetMonsterSoundSampleField_notFound = 1;
307 bool Monster_Sounds_Load(string f, int first)
312 fh = fopen(f, FILE_READ);
315 LOG_TRACE("Monster sound file not found: ", f, "\n");
318 while((s = fgets(fh)))
320 if(tokenize_console(s) != 3)
322 field = Monster_Sound_SampleField(argv(0));
323 if(GetMonsterSoundSampleField_notFound)
326 strunzone(self.(field));
327 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
333 .int skin_for_monstersound;
334 void Monster_Sounds_Update()
336 if(self.skin == self.skin_for_monstersound) { return; }
338 self.skin_for_monstersound = self.skin;
339 Monster_Sounds_Clear();
340 if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0))
341 Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0);
344 void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan)
346 if(!autocvar_g_monsters_sounds) { return; }
349 if(time < self.msound_delay)
351 GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND);
353 self.msound_delay = time + sound_delay;
357 // =======================
358 // Monster attack handlers
359 // =======================
361 float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop)
363 if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; }
365 setanim(self, anim, false, true, false);
367 if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
368 self.attack_finished_single = self.anim_finished = self.animstate_endtime;
370 self.attack_finished_single = self.anim_finished = time + animtime;
372 monster_makevectors(targ);
374 traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
376 if(trace_ent.takedamage)
377 Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
382 float Monster_Attack_Leap_Check(vector vel)
384 if(self.state && (self.flags & FL_MONSTER))
385 return false; // already attacking
386 if(!(self.flags & FL_ONGROUND))
387 return false; // not on the ground
389 return false; // called when dead?
390 if(time < self.attack_finished_single)
391 return false; // still attacking
393 vector old = self.velocity;
396 tracetoss(self, self);
398 if (trace_ent != self.enemy)
404 bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime)
406 if(!Monster_Attack_Leap_Check(vel))
409 setanim(self, anm, false, true, false);
411 if(self.animstate_endtime > time && (self.flags & FL_MONSTER))
412 self.attack_finished_single = self.anim_finished = self.animstate_endtime;
414 self.attack_finished_single = self.anim_finished = time + animtime;
416 if(self.flags & FL_MONSTER)
417 self.state = MONSTER_ATTACK_RANGED;
418 self.touch = touchfunc;
421 self.flags &= ~FL_ONGROUND;
426 void Monster_Attack_Check(entity e, entity targ)
428 if((e == world || targ == world)
429 || (!e.monster_attackfunc)
430 || (time < e.attack_finished_single)
433 float targ_vlen = vlen(targ.origin - e.origin);
435 if(targ_vlen <= e.attack_range)
437 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ);
438 if(attack_success == 1)
439 Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
440 else if(attack_success > 0)
444 if(targ_vlen > e.attack_range)
446 float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ);
447 if(attack_success == 1)
448 Monster_Sound(monstersound_melee, 0, false, CH_VOICE);
449 else if(attack_success > 0)
455 // ======================
456 // Main monster functions
457 // ======================
459 void Monster_UpdateModel()
461 // assume some defaults
462 /*self.anim_idle = animfixfps(self, '0 1 0.01', '0 0 0');
463 self.anim_walk = animfixfps(self, '1 1 0.01', '0 0 0');
464 self.anim_run = animfixfps(self, '2 1 0.01', '0 0 0');
465 self.anim_fire1 = animfixfps(self, '3 1 0.01', '0 0 0');
466 self.anim_fire2 = animfixfps(self, '4 1 0.01', '0 0 0');
467 self.anim_melee = animfixfps(self, '5 1 0.01', '0 0 0');
468 self.anim_pain1 = animfixfps(self, '6 1 0.01', '0 0 0');
469 self.anim_pain2 = animfixfps(self, '7 1 0.01', '0 0 0');
470 self.anim_die1 = animfixfps(self, '8 1 0.01', '0 0 0');
471 self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/
473 // then get the real values
474 Monster mon = get_monsterinfo(self.monsterid);
480 if(other == world) { return; }
482 if(other.monster_attack)
483 if(self.enemy != other)
484 if(!IS_MONSTER(other))
485 if(Monster_ValidTarget(self, other))
489 void Monster_Miniboss_Check()
491 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
494 float chance = random() * 100;
496 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
497 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
499 self.health += autocvar_g_monsters_miniboss_healthboost;
500 self.effects |= EF_RED;
502 self.weapon = WEP_VORTEX.m_id;
506 bool Monster_Respawn_Check()
508 if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead
509 if(MUTATOR_CALLHOOK(MonsterRespawn, self))
510 return true; // enabled by a mutator
512 if(self.spawnflags & MONSTERFLAG_NORESPAWN)
515 if(!autocvar_g_monsters_respawn)
521 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); }
523 void Monster_Dead_Fade()
525 if(Monster_Respawn_Check())
527 self.spawnflags |= MONSTERFLAG_RESPAWNED;
528 self.think = Monster_Respawn;
529 self.nextthink = time + self.respawntime;
530 self.monster_lifetime = 0;
531 self.deadflag = DEAD_RESPAWNING;
532 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
534 self.pos1 = self.origin;
535 self.pos2 = self.angles;
537 self.event_damage = func_null;
538 self.takedamage = DAMAGE_NO;
539 setorigin(self, self.pos1);
540 self.angles = self.pos2;
541 self.health = self.max_health;
542 setmodel(self, MDL_Null);
546 // number of monsters spawned with mobspawn command
549 SUB_SetFade(self, time + 3, 1);
555 if(Monster_ValidTarget(self, activator)) { self.enemy = activator; }
558 vector Monster_Move_Target(entity targ)
560 // enemy is always preferred target
563 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
564 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
565 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
567 if((self.enemy == world)
568 || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
569 || (self.enemy.frozen)
570 || (self.enemy.flags & FL_NOTARGET)
571 || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0)
572 || (self.enemy.takedamage == DAMAGE_NO)
573 || (vlen(self.origin - targ_origin) > self.target_range)
574 || ((trace_fraction < 1) && (trace_ent != self.enemy)))
575 //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit?
578 self.pass_distance = 0;
583 /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin);
584 print("Trace origin: ", vtos(targ_origin), "\n");
585 print("Target origin: ", vtos(self.enemy.origin), "\n");
586 print("My origin: ", vtos(self.origin), "\n"); */
588 self.monster_movestate = MONSTER_MOVE_ENEMY;
589 self.last_trace = time + 1.2;
590 if(self.monster_moveto)
591 return self.monster_moveto; // assumes code is properly setting this when monster has an enemy
596 /*makevectors(self.angles);
597 self.monster_movestate = MONSTER_MOVE_ENEMY;
598 self.last_trace = time + 1.2;
599 return self.enemy.origin; */
602 switch(self.monster_moveflags)
604 case MONSTER_MOVE_FOLLOW:
606 self.monster_movestate = MONSTER_MOVE_FOLLOW;
607 self.last_trace = time + 0.3;
608 return (self.monster_follow) ? self.monster_follow.origin : self.origin;
610 case MONSTER_MOVE_SPAWNLOC:
612 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
613 self.last_trace = time + 2;
616 case MONSTER_MOVE_NOMOVE:
618 if(self.monster_moveto)
620 self.last_trace = time + 0.5;
621 return self.monster_moveto;
625 self.monster_movestate = MONSTER_MOVE_NOMOVE;
626 self.last_trace = time + 2;
631 case MONSTER_MOVE_WANDER:
634 self.monster_movestate = MONSTER_MOVE_WANDER;
636 if(self.monster_moveto)
638 self.last_trace = time + 0.5;
639 pos = self.monster_moveto;
643 self.last_trace = time + 0.5;
648 self.last_trace = time + self.wander_delay;
650 self.angles_y = rint(random() * 500);
651 makevectors(self.angles);
652 pos = self.origin + v_forward * self.wander_distance;
654 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
656 pos.z = random() * 200;
667 void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
669 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
670 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
671 float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance));
672 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
675 if(current_height) // make sure we can actually do this arcing path
677 targpos = (to + ('0 0 1' * current_height));
678 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
679 if(trace_fraction < 1)
681 //print("normal arc line failed, trying to find new pos...");
682 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
683 targpos = (trace_endpos + '0 0 -10');
684 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
685 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
686 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
689 else { targpos = to; }
691 //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
693 vector desired_direction = normalize(targpos - from);
694 if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
695 else { mon.velocity = (desired_direction * movespeed); }
697 //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
698 //mon.angles = vectoangles(mon.velocity);
701 void Monster_Move(float runspeed, float walkspeed, float stpspeed)
703 if(self.target2) { self.goalentity = find(world, targetname, self.target2); }
709 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
710 self.health = max(1, self.revive_progress * self.max_health);
711 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
713 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
714 WaypointSprite_UpdateHealth(self.sprite, self.health);
716 movelib_beak_simple(stpspeed);
717 setanim(self, self.anim_idle, true, false, false);
720 self.nextthink = time + self.ticrate;
722 if(self.revive_progress >= 1)
727 else if(self.frozen == 3)
729 self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1);
730 self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress );
732 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite)
733 WaypointSprite_UpdateHealth(self.sprite, self.health);
735 movelib_beak_simple(stpspeed);
736 setanim(self, self.anim_idle, true, false, false);
739 self.nextthink = time + self.ticrate;
745 if(self.event_damage)
746 self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
749 else if ( self.revive_progress <= 0 )
755 if(self.flags & FL_SWIM)
757 if(self.waterlevel < WATERLEVEL_WETFEET)
759 if(time >= self.last_trace)
761 self.last_trace = time + 0.4;
763 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
764 self.angles = '90 90 0';
767 self.velocity_y += random() * 50;
768 self.velocity_x -= random() * 50;
772 self.velocity_y -= random() * 50;
773 self.velocity_x += random() * 50;
775 self.velocity_z += random() * 150;
779 self.movetype = MOVETYPE_BOUNCE;
780 //self.velocity_z = -200;
784 else if(self.movetype == MOVETYPE_BOUNCE)
787 self.movetype = MOVETYPE_WALK;
791 targ = self.goalentity;
793 if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ)
795 || self.draggedby != world
796 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
797 || time < game_starttime
798 || (autocvar_g_campaign && !campaign_bots_may_start)
799 || time < self.spawn_time)
801 runspeed = walkspeed = 0;
802 if(time >= self.spawn_time)
803 setanim(self, self.anim_idle, true, false, false);
804 movelib_beak_simple(stpspeed);
808 targ = monster_target;
809 runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness
810 walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness
812 if(time < self.spider_slowness)
819 if(autocvar_g_monsters_teams)
820 if(DIFF_TEAM(self.monster_follow, self))
821 self.monster_follow = world;
823 if(time >= self.last_enemycheck)
827 self.enemy = Monster_FindTarget(self);
830 WarpZone_RefSys_Copy(self.enemy, self);
831 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
832 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
833 self.monster_moveto = '0 0 0';
834 self.monster_face = '0 0 0';
836 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)));
837 Monster_Sound(monstersound_sight, 0, false, CH_VOICE);
841 self.last_enemycheck = time + 1; // check for enemies every second
844 if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
847 self.touch = Monster_Touch;
850 if(self.state && time >= self.attack_finished_single)
851 self.state = 0; // attack is over
853 if(self.state != MONSTER_ATTACK_MELEE) // don't move if set
854 if(time >= self.last_trace || self.enemy) // update enemy or rider instantly
855 self.moveto = Monster_Move_Target(targ);
858 Monster_Sound(monstersound_idle, 7, true, CH_VOICE);
860 if(self.state == MONSTER_ATTACK_MELEE)
861 self.moveto = self.origin;
863 if(self.enemy && self.enemy.vehicle)
866 if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM))
867 self.moveto_z = self.origin_z;
869 if(vlen(self.origin - self.moveto) > 100)
871 float do_run = (self.enemy || self.monster_moveto);
872 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
873 Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
875 if(time > self.pain_finished) // TODO: use anim_finished instead!
877 if(time > self.anim_finished)
878 if(vlen(self.velocity) > 10)
879 setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false);
881 setanim(self, self.anim_idle, true, false, false);
885 entity e = find(world, targetname, self.target2);
887 self.target2 = e.target2;
889 self.target2 = e.target;
891 movelib_beak_simple(stpspeed);
892 if(time > self.anim_finished)
893 if(time > self.pain_finished)
895 if(vlen(self.velocity) <= 30)
896 setanim(self, self.anim_idle, true, false, false);
899 self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95);
901 vector real_angle = vectoangles(self.steerto) - self.angles;
903 if(self.state == MONSTER_ATTACK_MELEE)
907 turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny);
908 self.angles_y += turny;
911 Monster_Attack_Check(self, self.enemy);
914 void Monster_Remove(entity mon)
918 if(!MUTATOR_CALLHOOK(MonsterRemove, mon))
919 Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1);
921 if(mon.weaponentity) { remove(mon.weaponentity); }
922 if(mon.iceblock) { remove(mon.iceblock); }
923 WaypointSprite_Kill(mon.sprite);
927 void Monster_Dead_Think()
929 self.nextthink = time + self.ticrate;
931 if(self.monster_lifetime != 0)
932 if(time >= self.monster_lifetime)
939 void Monster_Appear()
941 self.enemy = activator;
942 self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
943 Monster_Spawn(self.monsterid);
946 float Monster_Appear_Check(entity ent, float monster_id)
948 if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
951 ent.think = func_null;
952 ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
954 ent.use = Monster_Appear;
955 ent.flags = FL_MONSTER; // set so this monster can get butchered
962 setorigin(self, self.pos1);
963 self.angles = self.pos2;
965 Unfreeze(self); // remove any icy remains
967 self.health = self.max_health;
968 self.velocity = '0 0 0';
970 self.goalentity = world;
971 self.attack_finished_single = 0;
972 self.moveto = self.origin;
975 void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
977 self.health -= damage;
979 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
981 if(self.health <= -100) // 100 health until gone?
983 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
985 // number of monsters spawned with mobspawn command
988 self.think = SUB_Remove;
989 self.nextthink = time + 0.1;
990 self.event_damage = func_null;
994 void Monster_Dead(entity attacker, float gibbed)
996 self.think = Monster_Dead_Think;
997 self.nextthink = time;
998 self.monster_lifetime = time + 5;
1002 Unfreeze(self); // remove any icy remains
1003 self.health = 0; // reset by Unfreeze
1008 Monster_Sound(monstersound_death, 0, false, CH_VOICE);
1010 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
1011 monsters_killed += 1;
1013 if(IS_PLAYER(attacker))
1014 if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
1015 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1019 // number of monsters spawned with mobspawn command
1023 self.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1024 self.solid = SOLID_CORPSE;
1025 self.takedamage = DAMAGE_AIM;
1026 self.deadflag = DEAD_DEAD;
1028 self.movetype = MOVETYPE_TOSS;
1029 self.moveto = self.origin;
1030 self.touch = Monster_Touch; // reset incase monster was pouncing
1031 self.reset = func_null;
1033 self.attack_finished_single = 0;
1036 if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
1037 self.velocity = '0 0 0';
1039 CSQCModel_UnlinkEntity(self);
1041 Monster mon = get_monsterinfo(self.monsterid);
1044 if(self.candrop && self.weapon)
1045 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
1048 void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1050 if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL && !ITEM_DAMAGE_NEEDKILL(deathtype))
1053 if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
1056 //if(time < self.pain_finished && deathtype != DEATH_KILL)
1059 if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
1062 if(deathtype == DEATH_FALL && self.draggedby != world)
1068 v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage);
1073 frag_attacker = attacker;
1074 frag_deathtype = deathtype;
1075 Monster mon = get_monsterinfo(self.monsterid);
1081 self.health -= take;
1082 Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN);
1086 WaypointSprite_UpdateHealth(self.sprite, self.health);
1088 self.dmg_time = time;
1090 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
1091 spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1093 self.velocity += force * self.damageforcescale;
1095 if(deathtype != DEATH_DROWN && take)
1097 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
1099 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
1101 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
1104 if(self.health <= 0)
1106 if(deathtype == DEATH_KILL)
1107 self.candrop = false; // killed by mobkill command
1110 activator = attacker;
1113 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
1115 Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
1117 WaypointSprite_Kill(self.sprite);
1120 MUTATOR_CALLHOOK(MonsterDies, attacker);
1122 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
1124 Violence_GibSplash(self, 1, 0.5, attacker);
1126 self.think = SUB_Remove;
1127 self.nextthink = time + 0.1;
1132 // don't check for enemies, just keep walking in a straight line
1133 void Monster_Move_2D(float mspeed, float allow_jumpoff)
1135 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)
1138 if(time >= self.spawn_time)
1139 setanim(self, self.anim_idle, true, false, false);
1140 movelib_beak_simple(0.6);
1144 float reverse = FALSE;
1147 makevectors(self.angles);
1148 a = self.origin + '0 0 16';
1149 b = self.origin + '0 0 16' + v_forward * 32;
1151 traceline(a, b, MOVE_NORMAL, self);
1153 if(trace_fraction != 1.0)
1158 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1162 // TODO: fix this... tracing is broken if the floor is thin
1167 traceline(b, a, MOVE_WORLDONLY, self);
1168 if(trace_fraction == 1.0)
1174 self.angles_y = anglemods(self.angles_y - 180);
1175 makevectors(self.angles);
1178 movelib_move_simple_gravity(v_forward, mspeed, 1);
1180 if(time > self.pain_finished)
1181 if(time > self.attack_finished_single)
1182 if(vlen(self.velocity) > 10)
1183 setanim(self, self.anim_walk, true, false, false);
1185 setanim(self, self.anim_idle, true, false, false);
1190 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1195 // Decide on which death animation to use.
1197 deadbits = ANIMSTATE_DEAD1;
1199 deadbits = ANIMSTATE_DEAD2;
1204 // Clear a previous death animation.
1207 int animbits = deadbits;
1209 animbits |= ANIMSTATE_FROZEN;
1211 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1212 animdecide_setstate(self, animbits, false);
1213 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
1215 /* // weapon entities for monsters?
1216 if (self.weaponentity)
1218 updateanim(self.weaponentity);
1219 if (!self.weaponentity.animstate_override)
1220 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
1225 void Monster_Think()
1227 self.think = Monster_Think;
1228 self.nextthink = self.ticrate;
1230 if(self.monster_lifetime)
1231 if(time >= self.monster_lifetime)
1233 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
1237 Monster mon = get_monsterinfo(self.monsterid);
1238 if(mon.mr_think(mon))
1239 Monster_Move(self.speed2, self.speed, self.stopspeed);
1243 CSQCMODEL_AUTOUPDATE(self);
1246 float Monster_Spawn_Setup()
1248 Monster mon = get_monsterinfo(self.monsterid);
1251 // ensure some basic needs are met
1252 if(!self.health) { self.health = 100; }
1253 if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); }
1254 if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; }
1255 if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; }
1256 if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; }
1257 if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; }
1258 if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; }
1260 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1262 Monster_Miniboss_Check();
1263 self.health *= MONSTER_SKILLMOD(self);
1266 self.skin = rint(random() * 4);
1269 self.max_health = self.health;
1270 self.pain_finished = self.nextthink;
1272 if(IS_PLAYER(self.monster_follow))
1273 self.effects |= EF_DIMLIGHT;
1275 if(!self.wander_delay) { self.wander_delay = 2; }
1276 if(!self.wander_distance) { self.wander_distance = 600; }
1278 Monster_Sounds_Precache();
1279 Monster_Sounds_Update();
1282 self.monster_attack = true; // we can have monster enemies in team games
1284 Monster_Sound(monstersound_spawn, 0, false, CH_VOICE);
1286 if(autocvar_g_monsters_healthbars)
1288 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER);
1289 wp.wp_extra = self.monsterid;
1290 wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0');
1291 if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1293 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1294 WaypointSprite_UpdateHealth(self.sprite, self.health);
1298 self.think = Monster_Think;
1299 self.nextthink = time + self.ticrate;
1301 if(MUTATOR_CALLHOOK(MonsterSpawn))
1307 bool Monster_Spawn(int mon_id)
1309 // setup the basic required properties for a monster
1310 entity mon = get_monsterinfo(mon_id);
1311 if(!mon.monsterid) { return false; } // invalid monster
1313 if(!autocvar_g_monsters) { Monster_Remove(self); return false; }
1315 if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed
1317 if(!self.monster_skill)
1318 self.monster_skill = cvar("g_monsters_skill");
1320 // support for quake style removing monsters based on skill
1321 if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; }
1322 if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; }
1323 if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; }
1325 if(self.team && !teamplay)
1328 if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1329 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1330 monsters_total += 1;
1332 setmodel(self, mon.m_model);
1333 self.flags = FL_MONSTER;
1334 self.classname = "monster";
1335 self.takedamage = DAMAGE_AIM;
1336 self.bot_attack = true;
1337 self.iscreature = true;
1338 self.teleportable = true;
1339 self.damagedbycontents = true;
1340 self.monsterid = mon_id;
1341 self.event_damage = Monster_Damage;
1342 self.touch = Monster_Touch;
1343 self.use = Monster_Use;
1344 self.solid = SOLID_BBOX;
1345 self.movetype = MOVETYPE_WALK;
1346 self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1348 self.velocity = '0 0 0';
1349 self.moveto = self.origin;
1350 self.pos1 = self.origin;
1351 self.pos2 = self.angles;
1352 self.reset = Monster_Reset;
1353 self.netname = mon.netname;
1354 self.monster_attackfunc = mon.monster_attackfunc;
1355 self.monster_name = mon.monster_name;
1356 self.candrop = true;
1357 self.view_ofs = '0 0 0.7' * (self.maxs_z * 0.5);
1358 self.oldtarget2 = self.target2;
1359 self.pass_distance = 0;
1360 self.deadflag = DEAD_NO;
1361 self.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1362 self.spawn_time = time;
1363 self.spider_slowness = 0;
1365 self.monster_moveto = '0 0 0';
1366 self.monster_face = '0 0 0';
1367 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1369 if(!self.scale) { self.scale = 1; }
1370 if(autocvar_g_monsters_edit) { self.grab = 1; }
1371 if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; }
1372 if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; }
1373 if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; }
1375 if(mon.spawnflags & MONSTER_TYPE_FLY)
1377 self.flags |= FL_FLY;
1378 self.movetype = MOVETYPE_FLY;
1381 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1382 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1385 setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1387 self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60);
1389 Monster_UpdateModel();
1391 if(!Monster_Spawn_Setup())
1393 Monster_Remove(self);
1399 setorigin(self, self.origin + '0 0 20');
1400 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1401 setorigin(self, trace_endpos);
1404 if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1405 monster_setupcolors(self);
1407 CSQCMODEL_AUTOINIT(self);