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Increase monster idle sound delay & copy generic monster sounds for shambler
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void monster_item_spawn()
7 {
8         if(self.monster_loot)
9                 self.monster_loot();
10
11         self.gravity = 1;
12         self.reset = SUB_Remove;
13         self.noalign = TRUE;
14         self.velocity = randomvec() * 175 + '0 0 325';
15         self.classname = "droppedweapon"; // hax
16         self.item_spawnshieldtime = time + 0.7;
17
18         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
19 }
20
21 void monster_dropitem()
22 {
23         if(!self.candrop || !self.monster_loot)
24                 return;
25
26         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
27         entity e = spawn();
28
29         setorigin(e, org);
30
31         e.monster_loot = self.monster_loot;
32
33         other = e;
34         MUTATOR_CALLHOOK(MonsterDropItem);
35         e = other;
36
37         if(e)
38         {
39                 e.think = monster_item_spawn;
40                 e.nextthink = time + 0.3;
41         }
42 }
43
44 float Monster_SkillModifier()
45 {
46         float t = 0.5+self.monster_skill*((1.2-0.3)/10);
47         
48         return t;
49 }
50
51 float monster_isvalidtarget (entity targ, entity ent)
52 {
53         if(!targ || !ent)
54                 return FALSE; // someone doesn't exist
55
56         if(targ == ent)
57                 return FALSE; // don't attack ourselves
58
59         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
60
61         if(trace_ent != targ)
62                 return FALSE;
63
64         if(targ.vehicle_flags & VHF_ISVEHICLE)
65         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
66                 return FALSE; // melee attacks are useless against vehicles
67
68         if(time < game_starttime)
69                 return FALSE; // monsters do nothing before the match has started
70
71         if(vlen(targ.origin - ent.origin) >= ent.target_range)
72                 return FALSE; // enemy is too far away
73
74         if(targ.takedamage == DAMAGE_NO)
75                 return FALSE; // enemy can't be damaged
76
77         if(targ.items & IT_INVISIBILITY)
78                 return FALSE; // enemy is invisible
79
80         if(substring(targ.classname, 0, 10) == "onslaught_")
81                 return FALSE; // don't attack onslaught targets
82
83         if(IS_SPEC(targ) || IS_OBSERVER(targ))
84                 return FALSE; // enemy is a spectator
85
86         if not(targ.vehicle_flags & VHF_ISVEHICLE)
87         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
88                 return FALSE; // enemy/self is dead
89
90         if(ent.monster_owner == targ)
91                 return FALSE; // don't attack our master
92
93         if(targ.monster_owner == ent)
94                 return FALSE; // don't attack our pet
95
96         if not(targ.vehicle_flags & VHF_ISVEHICLE)
97         if(targ.flags & FL_NOTARGET)
98                 return FALSE; // enemy can't be targeted
99
100         if not(autocvar_g_monsters_typefrag)
101         if(targ.BUTTON_CHAT)
102                 return FALSE; // no typefragging!
103
104         if(SAME_TEAM(targ, ent))
105                 return FALSE; // enemy is on our team
106                 
107         if (targ.frozen == 1 || (targ.frozen == 2 && ent.monsterid != MON_SPIDER))
108                 return FALSE; // ignore frozen
109
110         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
111         if(ent.enemy != targ)
112         {
113                 float dot;
114
115                 makevectors (ent.angles);
116                 dot = normalize (targ.origin - ent.origin) * v_forward;
117
118                 if(dot <= 0.3)
119                         return FALSE;
120         }
121
122         return TRUE;
123 }
124
125 entity FindTarget (entity ent)
126 {
127         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
128
129         entity head, closest_target = world;
130         head = findradius(ent.origin, ent.target_range);
131
132         while(head) // find the closest acceptable target to pass to
133         {
134                 if(head.monster_attack)
135                 if(monster_isvalidtarget(head, ent))
136                 {
137                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
138                         vector head_center = CENTER_OR_VIEWOFS(head);
139                         vector ent_center = CENTER_OR_VIEWOFS(ent);
140
141                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
142                         if(closest_target)
143                         {
144                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
146                                         { closest_target = head; }
147                         }
148                         else { closest_target = head; }
149                 }
150
151                 head = head.chain;
152         }
153
154         return closest_target;
155 }
156
157 void MonsterTouch ()
158 {
159         if(other == world)
160                 return;
161
162         if(self.enemy != other)
163         if not(other.flags & FL_MONSTER)
164         if(monster_isvalidtarget(other, self))
165                 self.enemy = other;
166 }
167
168 string get_monster_model_datafilename(string m, float sk, string fil)
169 {
170         if(m)
171                 m = strcat(m, "_");
172         else
173                 m = "models/monsters/*_";
174         if(sk >= 0)
175                 m = strcat(m, ftos(sk));
176         else
177                 m = strcat(m, "*");
178         return strcat(m, ".", fil);
179 }
180
181 void PrecacheMonsterSounds(string f)
182 {
183         float fh;
184         string s;
185         fh = fopen(f, FILE_READ);
186         if(fh < 0)
187                 return;
188         while((s = fgets(fh)))
189         {
190                 if(tokenize_console(s) != 3)
191                 {
192                         dprint("Invalid sound info line: ", s, "\n");
193                         continue;
194                 }
195                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
196         }
197         fclose(fh);
198 }
199
200 void precache_monstersounds()
201 {
202         string m = (get_monsterinfo(self.monsterid)).model;
203         float globhandle, n, i;
204         string f;
205
206         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
207         if (globhandle < 0)
208                 return;
209         n = search_getsize(globhandle);
210         for (i = 0; i < n; ++i)
211         {
212                 //print(search_getfilename(globhandle, i), "\n");
213                 f = search_getfilename(globhandle, i);
214                 PrecacheMonsterSounds(f);
215         }
216         search_end(globhandle);
217 }
218
219 void ClearMonsterSounds()
220 {
221 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
222         ALLMONSTERSOUNDS
223 #undef _MSOUND
224 }
225
226 .string GetMonsterSoundSampleField(string type)
227 {
228         GetMonsterSoundSampleField_notFound = 0;
229         switch(type)
230         {
231 #define _MSOUND(m) case #m: return monstersound_##m;
232                 ALLMONSTERSOUNDS
233 #undef _MSOUND
234         }
235         GetMonsterSoundSampleField_notFound = 1;
236         return string_null;
237 }
238
239 float LoadMonsterSounds(string f, float first)
240 {
241         float fh;
242         string s;
243         var .string field;
244         fh = fopen(f, FILE_READ);
245         if(fh < 0)
246         {
247                 dprint("Monster sound file not found: ", f, "\n");
248                 return 0;
249         }
250         while((s = fgets(fh)))
251         {
252                 if(tokenize_console(s) != 3)
253                         continue;
254                 field = GetMonsterSoundSampleField(argv(0));
255                 if(GetMonsterSoundSampleField_notFound)
256                         continue;
257                 if(self.field)
258                         strunzone(self.field);
259                 self.field = strzone(strcat(argv(1), " ", argv(2)));
260         }
261         fclose(fh);
262         return 1;
263 }
264
265 .float skin_for_monstersound;
266 void UpdateMonsterSounds()
267 {
268         entity mon = get_monsterinfo(self.monsterid);
269
270         if(self.skin == self.skin_for_monstersound)
271                 return;
272         self.skin_for_monstersound = self.skin;
273         ClearMonsterSounds();
274         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
275         if(!autocvar_g_debug_defaultsounds)
276         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
277                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
278 }
279
280 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
281 {
282         if(delaytoo && time < self.msound_delay)
283                 return; // too early
284         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
285
286         self.msound_delay = time + sound_delay;
287 }
288
289 void monster_makevectors(entity e)
290 {
291         vector v;
292
293         v = e.origin + (e.mins + e.maxs) * 0.5;
294         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
295         self.v_angle_x = -self.v_angle_x;
296
297         makevectors(self.v_angle);
298 }
299
300 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
301 {
302         if (self.health <= 0)
303                 return FALSE; // attacking while dead?!
304
305         if(dostop)
306         {
307                 self.velocity_x = 0;
308                 self.velocity_y = 0;
309                 self.state = MONSTER_STATE_ATTACK_MELEE;
310         }
311
312         self.frame = anim;
313
314         if(anim_finished != 0)
315                 self.attack_finished_single = time + anim_finished;
316
317         monster_makevectors(targ);
318
319         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
320
321         if(trace_ent.takedamage)
322                 Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
323
324         return TRUE;
325 }
326
327 void Monster_CheckMinibossFlag ()
328 {
329         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
330                 return;
331
332         float chance = random() * 100;
333
334         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
335         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
336         {
337                 self.health += autocvar_g_monsters_miniboss_healthboost;
338                 self.effects |= EF_RED;
339                 if not(self.weapon)
340                         self.weapon = WEP_NEX;
341         }
342 }
343
344 float Monster_CanRespawn(entity ent)
345 {
346         other = ent;
347         if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
348         if(MUTATOR_CALLHOOK(MonsterRespawn))
349                 return TRUE; // enabled by a mutator
350
351         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
352                 return FALSE;
353
354         if not(autocvar_g_monsters_respawn)
355                 return FALSE;
356
357         return TRUE;
358 }
359
360 void Monster_Fade ()
361 {
362         if(Monster_CanRespawn(self))
363         {
364                 self.monster_respawned = TRUE;
365                 self.think = self.monster_spawnfunc;
366                 self.nextthink = time + self.respawntime;
367                 self.ltime = 0;
368                 self.deadflag = DEAD_RESPAWNING;
369                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
370                 {
371                         self.pos1 = self.origin;
372                         self.pos2 = self.angles;
373                 }
374                 self.event_damage = func_null;
375                 self.takedamage = DAMAGE_NO;
376                 setorigin(self, self.pos1);
377                 self.angles = self.pos2;
378                 self.health = self.max_health;
379                 setmodel(self, "null");
380         }
381         else
382                 SUB_SetFade(self, time + 3, 1);
383 }
384
385 float Monster_CanJump (vector vel)
386 {
387         if(self.state)
388                 return FALSE; // already attacking
389         if not(self.flags & FL_ONGROUND)
390                 return FALSE; // not on the ground
391         if(self.health <= 0)
392                 return FALSE; // called when dead?
393         if(time < self.attack_finished_single)
394                 return FALSE; // still attacking
395
396         vector old = self.velocity;
397
398         self.velocity = vel;
399         tracetoss(self, self);
400         self.velocity = old;
401         if (trace_ent != self.enemy)
402                 return FALSE;
403
404         return TRUE;
405 }
406
407 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
408 {
409         if(!Monster_CanJump(vel))
410                 return FALSE;
411
412         self.frame = anm;
413         self.state = MONSTER_STATE_ATTACK_LEAP;
414         self.touch = touchfunc;
415         self.origin_z += 1;
416         self.velocity = vel;
417         self.flags &= ~FL_ONGROUND;
418
419         self.attack_finished_single = time + anim_finished;
420
421         return TRUE;
422 }
423
424 void monster_checkattack(entity e, entity targ)
425 {
426         if(e == world)
427                 return;
428         if(targ == world)
429                 return;
430
431         if not(e.monster_attackfunc)
432                 return;
433
434         if(time < e.attack_finished_single)
435                 return;
436
437         if(vlen(targ.origin - e.origin) <= e.attack_range)
438         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
439         {
440                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
441                 return;
442         }
443
444         if(vlen(targ.origin - e.origin) > e.attack_range)
445         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
446         {
447                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
448                 return;
449         }
450 }
451
452 void monster_use ()
453 {
454         if not(self.enemy)
455         if(self.health > 0)
456         if(monster_isvalidtarget(activator, self))
457                 self.enemy = activator;
458 }
459
460 .float last_trace;
461 .float last_enemycheck; // for checking enemy
462 vector monster_pickmovetarget(entity targ)
463 {
464         // enemy is always preferred target
465         if(self.enemy)
466         {
467                 makevectors(self.angles);
468                 self.monster_movestate = MONSTER_MOVE_ENEMY;
469                 self.last_trace = time + 1.2;
470                 return self.enemy.origin;
471         }
472
473         switch(self.monster_moveflags)
474         {
475                 case MONSTER_MOVE_OWNER:
476                 {
477                         self.monster_movestate = MONSTER_MOVE_OWNER;
478                         self.last_trace = time + 0.3;
479                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
480                 }
481                 case MONSTER_MOVE_SPAWNLOC:
482                 {
483                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
484                         self.last_trace = time + 2;
485                         return self.pos1;
486                 }
487                 case MONSTER_MOVE_NOMOVE:
488                 {
489                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
490                         self.last_trace = time + 2;
491                         return self.origin;
492                 }
493                 default:
494                 case MONSTER_MOVE_WANDER:
495                 {
496                         vector pos;
497                         self.monster_movestate = MONSTER_MOVE_WANDER;
498                         self.last_trace = time + 2;
499
500                         self.angles_y = rint(random() * 500);
501                         makevectors(self.angles);
502                         pos = self.origin + v_forward * 600;
503
504                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
505                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
506                         {
507                                 pos_z = random() * 200;
508                                 if(random() >= 0.5)
509                                         pos_z *= -1;
510                         }
511
512                         if(targ)
513                         {
514                                 self.last_trace = time + 0.5;
515                                 pos = targ.origin;
516                         }
517
518                         return pos;
519                 }
520         }
521 }
522
523 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
524 {
525         fixedmakevectors(self.angles);
526
527         if(self.target2)
528                 self.goalentity = find(world, targetname, self.target2);
529
530         entity targ;
531
532         if(self.frozen)
533         {
534                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
535                 self.health = max(1, self.max_health * self.revive_progress);
536                 
537                 WaypointSprite_UpdateHealth(self.sprite, self.health);
538                 
539                 movelib_beak_simple(stopspeed);
540                 
541                 self.frame = manim_idle;
542                 
543                 self.enemy = world;
544                 self.nextthink = time + self.ticrate;
545
546                 if(self.revive_progress >= 1)
547                         Unfreeze(self); // wait for next think before attacking
548
549                 return; // no moving while frozen
550         }
551
552         if(self.flags & FL_SWIM)
553         {
554                 if(self.waterlevel < WATERLEVEL_WETFEET)
555                 {
556                         if(time >= self.last_trace)
557                         {
558                                 self.fish_wasdrowning = TRUE;
559                                 self.last_trace = time + 0.4;
560
561                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
562                                 self.angles = '90 90 0';
563                                 if(random() < 0.5)
564                                 {
565                                         self.velocity_y += random() * 50;
566                                         self.velocity_x -= random() * 50;
567                                 }
568                                 else
569                                 {
570                                         self.velocity_y -= random() * 50;
571                                         self.velocity_x += random() * 50;
572                                 }
573                                 self.velocity_z += random() * 150;
574                         }
575
576
577                         self.movetype = MOVETYPE_BOUNCE;
578                         //self.velocity_z = -200;
579
580                         return;
581                 }
582                 else if(self.fish_wasdrowning)
583                 {
584                         self.fish_wasdrowning = FALSE;
585                         self.angles_x = 0;
586                         self.movetype = MOVETYPE_WALK;
587                 }
588         }
589
590         targ = self.goalentity;
591
592         monster_target = targ;
593         monster_speed_run = runspeed;
594         monster_speed_walk = walkspeed;
595
596         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)
597         {
598                 runspeed = walkspeed = 0;
599                 if(time >= self.spawn_time)
600                         self.frame = manim_idle;
601                 movelib_beak_simple(stopspeed);
602                 return;
603         }
604
605         targ = monster_target;
606         runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
607         walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
608
609         if(teamplay)
610         if(autocvar_g_monsters_teams)
611         if(DIFF_TEAM(self.monster_owner, self))
612                 self.monster_owner = world;
613
614         if(self.enemy && self.enemy.health < 1)
615                 self.enemy = world; // enough!
616
617         if(time >= self.last_enemycheck)
618         {
619                 if not(monster_isvalidtarget(self.enemy, self))
620                         self.enemy = world;
621
622                 if not(self.enemy)
623                 {
624                         self.enemy = FindTarget(self);
625                         if(self.enemy)
626                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
627                 }
628
629                 self.last_enemycheck = time + 0.5;
630         }
631
632         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
633                 self.state = 0;
634
635         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
636         if(time >= self.last_trace || self.enemy) // update enemy instantly
637                 self.moveto = monster_pickmovetarget(targ);
638
639         if not(self.enemy)
640                 MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
641
642         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
643                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
644
645         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
646         {
647                 self.state = 0;
648                 self.touch = MonsterTouch;
649         }
650
651         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
652
653         float turny = 0;
654         vector real_angle = vectoangles(self.steerto) - self.angles;
655
656         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
657                 turny = 20;
658
659         if(self.flags & FL_SWIM)
660                 turny = vlen(self.angles - self.moveto);
661
662         if(turny)
663         {
664                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
665                 self.angles_y += turny;
666         }
667
668         if(self.state == MONSTER_STATE_ATTACK_MELEE)
669                 self.moveto = self.origin;
670
671         if(self.enemy && self.enemy.vehicle)
672                 runspeed = 0;
673
674         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
675                 v_forward = normalize(self.moveto - self.origin);
676         else
677                 self.moveto_z = self.origin_z;
678
679         if(vlen(self.origin - self.moveto) > 64)
680         {
681                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
682                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
683                 else
684                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
685
686                 if(time > self.pain_finished)
687                 if(time > self.attack_finished_single)
688                 if(vlen(self.velocity) > 10)
689                         self.frame = ((self.enemy) ? manim_run : manim_walk);
690                 else
691                         self.frame = manim_idle;
692         }
693         else
694         {
695                 entity e = find(world, targetname, self.target2);
696                 if(e.target2)
697                         self.target2 = e.target2;
698                 else if(e.target)
699                         self.target2 = e.target;
700
701                 movelib_beak_simple(stopspeed);
702                 if(time > self.attack_finished_single)
703                 if(time > self.pain_finished)
704                 if (vlen(self.velocity) <= 30)
705                         self.frame = manim_idle;
706         }
707
708         monster_checkattack(self, self.enemy);
709 }
710
711 void monster_remove(entity mon)
712 {
713         if not(mon)
714                 return; // nothing to remove
715                 
716         pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
717                 
718         if(mon.weaponentity)
719                 remove(mon.weaponentity);
720                                         
721         if(mon.iceblock)
722                 remove(mon.iceblock);
723                                         
724         WaypointSprite_Kill(mon.sprite);
725                                         
726         remove(mon);
727 }
728
729 void monster_dead_think()
730 {
731         self.nextthink = time + self.ticrate;
732         
733         CSQCMODEL_AUTOUPDATE();
734
735         if(self.ltime != 0)
736         if(time >= self.ltime)
737         {
738                 Monster_Fade();
739                 return;
740         }
741 }
742
743 void monsters_setstatus()
744 {
745         self.stat_monsters_total = monsters_total;
746         self.stat_monsters_killed = monsters_killed;
747 }
748
749 void Monster_Appear()
750 {
751         self.enemy = activator;
752         self.spawnflags &= ~MONSTERFLAG_APPEAR;
753         self.monster_spawnfunc();
754 }
755
756 float Monster_CheckAppearFlags(entity ent)
757 {
758         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
759                 return FALSE;
760
761         ent.think = func_null;
762         ent.nextthink = 0;
763         ent.use = Monster_Appear;
764         ent.flags = FL_MONSTER; // set so this monster can get butchered
765
766         return TRUE;
767 }
768
769 void monsters_reset()
770 {
771         setorigin(self, self.pos1);
772         self.angles = self.pos2;
773         
774         Unfreeze(self); // remove any icy remains
775
776         self.health = self.max_health;
777         self.velocity = '0 0 0';
778         self.enemy = world;
779         self.goalentity = world;
780         self.attack_finished_single = 0;
781         self.moveto = self.origin;
782 }
783
784 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
785 {
786         self.health -= damage;
787
788         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
789
790         if(self.health <= -100) // 100 health until gone?
791         {
792                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
793                 
794                 if(IS_CLIENT(self.realowner))
795                 if not(self.monster_respawned)
796                         self.realowner.monstercount -= 1;
797
798                 self.think = SUB_Remove;
799                 self.nextthink = time + 0.1;
800         }
801 }
802
803 void monster_die(entity attacker, float gibbed)
804 {
805         self.think = monster_dead_think;
806         self.nextthink = time;
807         self.ltime = time + 5;
808         
809         if ( self.frozen )
810         {
811                 Unfreeze(self); // remove any icy remains
812                 self.health = 0; // reset by Unfreeze
813         }
814         
815         monster_dropitem();
816
817         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
818
819         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
820                 monsters_killed += 1;
821                 
822         if(IS_PLAYER(attacker))
823         if( autocvar_g_monsters_score_spawned || 
824                         ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
825                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
826
827         if(!Monster_CanRespawn(self) || gibbed)
828         {
829                 // number of monsters spawned with mobspawn command
830                 totalspawned -= 1;
831                 
832                 if(IS_CLIENT(self.realowner))
833                 if not(self.monster_respawned)
834                         self.realowner.monstercount -= 1;
835         }
836
837         if(self.candrop && self.weapon)
838                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
839
840         self.event_damage       = monsters_corpse_damage;
841         self.solid                      = SOLID_CORPSE;
842         self.takedamage         = DAMAGE_AIM;
843         self.deadflag           = DEAD_DEAD;
844         self.enemy                      = world;
845         self.movetype           = MOVETYPE_TOSS;
846         self.moveto                     = self.origin;
847         self.touch                      = MonsterTouch; // reset incase monster was pouncing
848         self.reset                      = func_null;
849         self.state                      = 0;
850         self.attack_finished_single = 0;
851
852         if not(self.flags & FL_FLY)
853                 self.velocity = '0 0 0';
854
855         MON_ACTION(self.monsterid, MR_DEATH);
856 }
857
858 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
859 {
860         
861         if(self.frozen && deathtype != DEATH_KILL)
862                 return;
863
864         if(time < self.pain_finished && deathtype != DEATH_KILL)
865                 return;
866
867         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
868                 return;
869
870         vector v;
871         float take, save;
872
873         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
874         take = v_x;
875         save = v_y;
876
877         self.health -= take;
878         
879         WaypointSprite_UpdateHealth(self.sprite, self.health);
880
881         self.dmg_time = time;
882
883         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
884                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
885
886         self.velocity += force * self.damageforcescale;
887
888         if(deathtype != DEATH_DROWN)
889         {
890                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
891                 if (take > 50)
892                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
893                 if (take > 100)
894                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
895         }
896
897         if(self.health <= 0)
898         {
899                 if(deathtype == DEATH_KILL)
900                         self.candrop = FALSE; // killed by mobkill command
901
902                 // TODO: fix this?
903                 activator = attacker;
904                 other = self.enemy;
905                 SUB_UseTargets();
906                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
907
908                 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
909                 
910                 WaypointSprite_Kill(self.sprite);
911                 
912                 frag_attacker = attacker;
913                 frag_target = self;
914                 MUTATOR_CALLHOOK(MonsterDies);
915
916                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
917                 {
918                         Violence_GibSplash(self, 1, 0.5, attacker);
919
920                         self.think = SUB_Remove;
921                         self.nextthink = time + 0.1;
922                 }
923         }
924 }
925
926 void monster_setupcolors()
927 {
928         if(IS_PLAYER(self.monster_owner))
929                 self.colormap = self.monster_owner.colormap;
930         else if(teamplay && self.team)
931                 self.colormap = 1024 + (self.team - 1) * 17;
932         else
933         {
934                 if(self.monster_skill <= MONSTER_SKILL_EASY)
935                         self.colormap = 1029;
936                 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
937                         self.colormap = 1027;
938                 else if(self.monster_skill <= MONSTER_SKILL_HARD)
939                         self.colormap = 1038;
940                 else if(self.monster_skill <= MONSTER_SKILL_INSANE)
941                         self.colormap = 1028;
942                 else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
943                         self.colormap = 1032;
944                 else
945                         self.colormap = 1024;
946         }
947 }
948
949 void monster_think()
950 {
951         self.think = monster_think;
952         self.nextthink = self.ticrate;
953         
954         if(self.ltime)
955         if(time >= self.ltime)
956         {
957                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
958                 return;
959         }
960
961         MON_ACTION(self.monsterid, MR_THINK);
962         
963         CSQCMODEL_AUTOUPDATE();
964 }
965
966 float monster_spawn()
967 {
968         MON_ACTION(self.monsterid, MR_SETUP);
969
970         if not(self.monster_respawned)
971         {
972                 Monster_CheckMinibossFlag();
973                 self.health *= Monster_SkillModifier();
974         }
975
976         self.max_health = self.health;
977         self.pain_finished = self.nextthink;
978         
979         if(IS_PLAYER(self.monster_owner))
980                 self.effects |= EF_DIMLIGHT;
981
982         if not(self.monster_respawned)
983         if not(self.skin)
984                 self.skin = rint(random() * 4);
985
986         if not(self.attack_range)
987                 self.attack_range = autocvar_g_monsters_attack_range;
988         
989         precache_monstersounds();
990         UpdateMonsterSounds();
991
992         if(teamplay)
993                 self.monster_attack = TRUE; // we can have monster enemies in team games
994                 
995         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
996         
997         WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
998         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
999         WaypointSprite_UpdateHealth(self.sprite, self.health);
1000
1001         self.think = monster_think;
1002         self.nextthink = time + self.ticrate;
1003         
1004         if(MUTATOR_CALLHOOK(MonsterSpawn))
1005                 return FALSE;
1006         
1007         return TRUE;
1008 }
1009
1010 float monster_initialize(float mon_id, float nodrop)
1011 {
1012         if not(autocvar_g_monsters)
1013                 return FALSE;
1014
1015         entity mon = get_monsterinfo(mon_id);
1016         
1017         if not(self.monster_skill)
1018                 self.monster_skill = cvar("g_monsters_skill");
1019
1020         // support for quake style removing monsters based on skill
1021         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1022         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1023         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1024
1025         if(self.team && !teamplay)
1026                 self.team = 0;
1027
1028         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1029         if not(self.monster_respawned)
1030                 monsters_total += 1;
1031
1032         setmodel(self, mon.model);
1033         setsize(self, mon.mins, mon.maxs);
1034         self.flags                              = FL_MONSTER;
1035         self.takedamage                 = DAMAGE_AIM;
1036         self.bot_attack                 = TRUE;
1037         self.iscreature                 = TRUE;
1038         self.teleportable               = TRUE;
1039         self.damagedbycontents  = TRUE;
1040         self.monsterid                  = mon_id;
1041         self.damageforcescale   = 0;
1042         self.event_damage               = monsters_damage;
1043         self.touch                              = MonsterTouch;
1044         self.use                                = monster_use;
1045         self.solid                              = SOLID_BBOX;
1046         self.movetype                   = MOVETYPE_WALK;
1047         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1048         self.enemy                              = world;
1049         self.velocity                   = '0 0 0';
1050         self.moveto                             = self.origin;
1051         self.pos1                               = self.origin;
1052         self.pos2                               = self.angles;
1053         self.reset                              = monsters_reset;
1054         self.netname                    = mon.netname;
1055         self.monster_name               = M_NAME(mon_id);
1056         self.candrop                    = TRUE;
1057         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1058         self.oldtarget2                 = self.target2;
1059         self.deadflag                   = DEAD_NO;
1060         self.scale                              = 1;
1061         self.noalign                    = nodrop;
1062         self.spawn_time                 = time;
1063         self.gravity                    = 1;
1064         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1065         
1066         if(autocvar_g_fullbrightplayers)
1067                 self.effects |= EF_FULLBRIGHT;
1068                 
1069         if(autocvar_g_nodepthtestplayers)
1070                 self.effects |= EF_NODEPTHTEST;
1071
1072         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1073                 self.flags |= FL_SWIM;
1074
1075         if(mon.spawnflags & MONSTER_TYPE_FLY)
1076         {
1077                 self.flags |= FL_FLY;
1078                 self.movetype = MOVETYPE_FLY;
1079         }
1080
1081         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1082                 self.scale = 1.3;
1083
1084         if not(self.ticrate)
1085                 self.ticrate = autocvar_g_monsters_think_delay;
1086
1087         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1088
1089         if not(self.m_armor_blockpercent)
1090                 self.m_armor_blockpercent = 0.5;
1091
1092         if not(self.target_range)
1093                 self.target_range = autocvar_g_monsters_target_range;
1094
1095         if not(self.respawntime)
1096                 self.respawntime = autocvar_g_monsters_respawn_delay;
1097
1098         if not(self.monster_moveflags)
1099                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1100                 
1101         if not(self.noalign)
1102         {
1103                 setorigin(self, self.origin + '0 0 20');
1104                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1105                 setorigin(self, trace_endpos);
1106         }
1107                 
1108         if not(monster_spawn())
1109                 return FALSE;
1110                 
1111         if not(self.monster_respawned)
1112                 monster_setupcolors();
1113         
1114         CSQCMODEL_AUTOINIT();
1115
1116         return TRUE;
1117 }