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Remove old monster sound system
[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(targ == ent)
64                 return FALSE; // don't attack ourselves
65
66         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
67
68         if(trace_ent != targ)
69                 return FALSE;
70
71         if(targ.vehicle_flags & VHF_ISVEHICLE)
72         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
73                 return FALSE; // melee attacks are useless against vehicles
74
75         if(time < game_starttime)
76                 return FALSE; // monsters do nothing before the match has started
77
78         if(vlen(targ.origin - ent.origin) >= ent.target_range)
79                 return FALSE; // enemy is too far away
80
81         if(targ.takedamage == DAMAGE_NO)
82                 return FALSE; // enemy can't be damaged
83
84         if(targ.items & IT_INVISIBILITY)
85                 return FALSE; // enemy is invisible
86
87         if(substring(targ.classname, 0, 10) == "onslaught_")
88                 return FALSE; // don't attack onslaught targets
89
90         if(IS_SPEC(targ) || IS_OBSERVER(targ))
91                 return FALSE; // enemy is a spectator
92
93         if not(targ.vehicle_flags & VHF_ISVEHICLE)
94         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
95                 return FALSE; // enemy/self is dead
96
97         if(ent.monster_owner == targ)
98                 return FALSE; // don't attack our master
99
100         if(targ.monster_owner == ent)
101                 return FALSE; // don't attack our pet
102
103         if not(targ.vehicle_flags & VHF_ISVEHICLE)
104         if(targ.flags & FL_NOTARGET)
105                 return FALSE; // enemy can't be targeted
106
107         if not(autocvar_g_monsters_typefrag)
108         if(targ.BUTTON_CHAT)
109                 return FALSE; // no typefragging!
110
111         if not(IsDifferentTeam(targ, ent))
112                 return FALSE; // enemy is on our team
113
114         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
115         if(ent.enemy != targ)
116         {
117                 float dot;
118
119                 makevectors (ent.angles);
120                 dot = normalize (targ.origin - ent.origin) * v_forward;
121
122                 if(dot <= 0.3)
123                         return FALSE;
124         }
125
126         return TRUE;
127 }
128
129 entity FindTarget (entity ent)
130 {
131         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
132
133         entity head, closest_target = world;
134         head = findradius(ent.origin, ent.target_range);
135
136         while(head) // find the closest acceptable target to pass to
137         {
138                 if(head.monster_attack)
139                 if(monster_isvalidtarget(head, ent))
140                 {
141                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
142                         vector head_center = CENTER_OR_VIEWOFS(head);
143                         vector ent_center = CENTER_OR_VIEWOFS(ent);
144
145                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
146                         if(closest_target)
147                         {
148                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
149                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
150                                         { closest_target = head; }
151                         }
152                         else { closest_target = head; }
153                 }
154
155                 head = head.chain;
156         }
157
158         return closest_target;
159 }
160
161 void MonsterTouch ()
162 {
163         if(other == world)
164                 return;
165
166         if(self.enemy != other)
167         if not(other.flags & FL_MONSTER)
168         if(monster_isvalidtarget(other, self))
169                 self.enemy = other;
170 }
171
172 string get_monster_model_datafilename(string m, float sk, string fil)
173 {
174         if(m)
175                 m = strcat(m, "_");
176         else
177                 m = "models/monsters/*_";
178         if(sk >= 0)
179                 m = strcat(m, ftos(sk));
180         else
181                 m = strcat(m, "*");
182         return strcat(m, ".", fil);
183 }
184
185 void PrecacheMonsterSounds(string f)
186 {
187         float fh;
188         string s;
189         fh = fopen(f, FILE_READ);
190         if(fh < 0)
191                 return;
192         while((s = fgets(fh)))
193         {
194                 if(tokenize_console(s) != 3)
195                 {
196                         dprint("Invalid sound info line: ", s, "\n");
197                         continue;
198                 }
199                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
200         }
201         fclose(fh);
202 }
203
204 void precache_monstersounds()
205 {
206         string m = (get_monsterinfo(self.monsterid)).model;
207         float globhandle, n, i;
208         string f;
209
210         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
211         if (globhandle < 0)
212                 return;
213         n = search_getsize(globhandle);
214         for (i = 0; i < n; ++i)
215         {
216                 //print(search_getfilename(globhandle, i), "\n");
217                 f = search_getfilename(globhandle, i);
218                 PrecacheMonsterSounds(f);
219         }
220         search_end(globhandle);
221 }
222
223 void ClearMonsterSounds()
224 {
225 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
226         ALLMONSTERSOUNDS
227 #undef _MSOUND
228 }
229
230 .string GetMonsterSoundSampleField(string type)
231 {
232         GetMonsterSoundSampleField_notFound = 0;
233         switch(type)
234         {
235 #define _MSOUND(m) case #m: return monstersound_##m;
236                 ALLMONSTERSOUNDS
237 #undef _MSOUND
238         }
239         GetMonsterSoundSampleField_notFound = 1;
240         return string_null;
241 }
242
243 float LoadMonsterSounds(string f, float first)
244 {
245         float fh;
246         string s;
247         var .string field;
248         fh = fopen(f, FILE_READ);
249         if(fh < 0)
250         {
251                 dprint("Monster sound file not found: ", f, "\n");
252                 return 0;
253         }
254         while((s = fgets(fh)))
255         {
256                 if(tokenize_console(s) != 3)
257                         continue;
258                 field = GetMonsterSoundSampleField(argv(0));
259                 if(GetMonsterSoundSampleField_notFound)
260                         continue;
261                 if(self.field)
262                         strunzone(self.field);
263                 self.field = strzone(strcat(argv(1), " ", argv(2)));
264         }
265         fclose(fh);
266         return 1;
267 }
268
269 .float skin_for_monstersound;
270 void UpdateMonsterSounds()
271 {
272         entity mon = get_monsterinfo(self.monsterid);
273
274         if(self.skin == self.skin_for_monstersound)
275                 return;
276         self.skin_for_monstersound = self.skin;
277         ClearMonsterSounds();
278         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
279         if(!autocvar_g_debug_defaultsounds)
280         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
281                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
282 }
283
284 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
285 {
286         if(delaytoo && time < self.msound_delay)
287                 return; // too early
288         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
289
290         self.msound_delay = time + sound_delay;
291 }
292
293 void monster_makevectors(entity e)
294 {
295         vector v;
296
297         v = CENTER_OR_VIEWOFS(e);
298         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
299         self.v_angle_x = -self.v_angle_x;
300
301         makevectors(self.v_angle);
302 }
303
304 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
305 {
306         float rdmg = damg * random();
307
308         if (self.health <= 0)
309                 return FALSE; // attacking while dead?!
310
311         if(dostop)
312         {
313                 self.velocity_x = 0;
314                 self.velocity_y = 0;
315                 self.state = MONSTER_STATE_ATTACK_MELEE;
316                 self.SendFlags |= MSF_MOVE;
317         }
318
319         monsters_setframe(anim);
320
321         if(anim_finished != 0)
322                 self.attack_finished_single = time + anim_finished;
323
324         monster_makevectors(targ);
325
326         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
327
328         if(trace_ent.takedamage)
329                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
330
331         return TRUE;
332 }
333
334 void Monster_CheckMinibossFlag ()
335 {
336         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
337                 return;
338
339         float chance = random() * 100;
340
341         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
342         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
343         {
344                 self.health += autocvar_g_monsters_miniboss_healthboost;
345                 if not(self.weapon)
346                         self.weapon = WEP_NEX;
347         }
348 }
349
350 float Monster_CanRespawn(entity ent)
351 {
352         other = ent;
353         if(MUTATOR_CALLHOOK(MonsterRespawn))
354                 return TRUE; // enabled by a mutator
355
356         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
357                 return FALSE;
358
359         if not(autocvar_g_monsters_respawn)
360                 return FALSE;
361
362         return TRUE;
363 }
364
365 void Monster_Fade ()
366 {
367         if(Monster_CanRespawn(self))
368         {
369                 self.monster_respawned = TRUE;
370                 self.think = self.monster_spawnfunc;
371                 self.nextthink = time + self.respawntime;
372                 self.deadflag = DEAD_RESPAWNING;
373                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
374                 {
375                         self.pos1 = self.origin;
376                         self.pos2 = self.angles;
377                 }
378                 self.event_damage = func_null;
379                 self.takedamage = DAMAGE_NO;
380                 setorigin(self, self.pos1);
381                 self.angles = self.pos2;
382                 self.health = self.max_health;
383
384                 self.SendFlags |= MSF_MOVE;
385                 self.SendFlags |= MSF_STATUS;
386         }
387         else
388                 SUB_SetFade(self, time + 3, 1);
389 }
390
391 float Monster_CanJump (vector vel)
392 {
393         if(self.state)
394                 return FALSE; // already attacking
395         if not(self.flags & FL_ONGROUND)
396                 return FALSE; // not on the ground
397         if(self.health <= 0)
398                 return FALSE; // called when dead?
399         if(time < self.attack_finished_single)
400                 return FALSE; // still attacking
401
402         vector old = self.velocity;
403
404         self.velocity = vel;
405         tracetoss(self, self);
406         self.velocity = old;
407         if (trace_ent != self.enemy)
408                 return FALSE;
409
410         return TRUE;
411 }
412
413 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
414 {
415         if(!Monster_CanJump(vel))
416                 return FALSE;
417
418         monsters_setframe(anm);
419         self.state = MONSTER_STATE_ATTACK_LEAP;
420         self.touch = touchfunc;
421         self.origin_z += 1;
422         self.velocity = vel;
423         self.flags &= ~FL_ONGROUND;
424
425         self.attack_finished_single = time + anim_finished;
426
427         return TRUE;
428 }
429
430 void monster_checkattack(entity e, entity targ)
431 {
432         if(e == world)
433                 return;
434         if(targ == world)
435                 return;
436
437         if not(e.monster_attackfunc)
438                 return;
439
440         if(time < e.attack_finished_single)
441                 return;
442
443         if(vlen(targ.origin - e.origin) <= e.attack_range)
444         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
445         {
446                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
447                 return;
448         }
449
450         if(vlen(targ.origin - e.origin) > e.attack_range)
451         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
452         {
453                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
454                 return;
455         }
456 }
457
458 void monster_use ()
459 {
460         if not(self.enemy)
461         if(self.health > 0)
462         if(monster_isvalidtarget(activator, self))
463                 self.enemy = activator;
464 }
465
466 .float last_trace;
467 .float last_enemycheck; // for checking enemy
468 vector monster_pickmovetarget(entity targ)
469 {
470         // enemy is always preferred target
471         if(self.enemy)
472         {
473                 makevectors(self.angles);
474                 self.monster_movestate = MONSTER_MOVE_ENEMY;
475                 self.last_trace = time + 1.2;
476                 return self.enemy.origin;
477         }
478
479         switch(self.monster_moveflags)
480         {
481                 case MONSTER_MOVE_OWNER:
482                 {
483                         self.monster_movestate = MONSTER_MOVE_OWNER;
484                         self.last_trace = time + 0.3;
485                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
486                 }
487                 case MONSTER_MOVE_SPAWNLOC:
488                 {
489                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
490                         self.last_trace = time + 2;
491                         return self.pos1;
492                 }
493                 case MONSTER_MOVE_NOMOVE:
494                 {
495                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
496                         self.last_trace = time + 2;
497                         return self.origin;
498                 }
499                 default:
500                 case MONSTER_MOVE_WANDER:
501                 {
502                         vector pos;
503                         self.monster_movestate = MONSTER_MOVE_WANDER;
504                         self.last_trace = time + 2;
505
506                         self.angles_y = rint(random() * 500);
507                         makevectors(self.angles);
508                         pos = self.origin + v_forward * 600;
509
510                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
511                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
512                         {
513                                 pos_z = random() * 200;
514                                 if(random() >= 0.5)
515                                         pos_z *= -1;
516                         }
517
518                         if(targ)
519                         {
520                                 self.last_trace = time + 0.5;
521                                 pos = targ.origin;
522                         }
523
524                         return pos;
525                 }
526         }
527 }
528
529 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
530 {
531         fixedmakevectors(self.angles);
532
533         if(self.target2)
534                 self.goalentity = find(world, targetname, self.target2);
535
536         entity targ;
537
538         if(self.frozen)
539         {
540                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
541                 self.health = max(1, self.max_health * self.revive_progress);
542
543                 self.SendFlags |= MSF_STATUS;
544
545                 movelib_beak_simple(stopspeed);
546
547                 self.velocity = '0 0 0';
548                 self.enemy = world;
549                 self.nextthink = time + 0.1;
550
551                 if(self.revive_progress >= 1)
552                         Unfreeze(self); // wait for next think before attacking
553
554                 // don't bother updating angles here?
555                 if(self.origin != self.oldorigin)
556                 {
557                         self.oldorigin = self.origin;
558                         self.SendFlags |= MSF_MOVE;
559                 }
560
561                 return; // no moving while frozen
562         }
563
564         if(self.flags & FL_SWIM)
565         {
566                 if(self.waterlevel < WATERLEVEL_WETFEET)
567                 {
568                         if(time >= self.last_trace)
569                         {
570                                 self.fish_wasdrowning = TRUE;
571                                 self.last_trace = time + 0.4;
572
573                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
574                                 self.angles = '90 90 0';
575                                 if(random() < 0.5)
576                                 {
577                                         self.velocity_y += random() * 50;
578                                         self.velocity_x -= random() * 50;
579                                 }
580                                 else
581                                 {
582                                         self.velocity_y -= random() * 50;
583                                         self.velocity_x += random() * 50;
584                                 }
585                                 self.velocity_z += random() * 150;
586                         }
587
588
589                         self.movetype = MOVETYPE_BOUNCE;
590                         //self.velocity_z = -200;
591
592                         self.SendFlags |= MSF_MOVE | MSF_ANG;
593
594                         return;
595                 }
596                 else if(self.fish_wasdrowning)
597                 {
598                         self.fish_wasdrowning = FALSE;
599                         self.angles_x = 0;
600                         self.movetype = MOVETYPE_WALK;
601                 }
602         }
603
604         targ = self.goalentity;
605
606         monster_target = targ;
607         monster_speed_run = runspeed;
608         monster_speed_walk = walkspeed;
609
610         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)
611         {
612                 runspeed = walkspeed = 0;
613                 if(time >= self.spawn_time)
614                         monsters_setframe(manim_idle);
615                 movelib_beak_simple(stopspeed);
616                 if(self.oldorigin != self.origin)
617                 {
618                         self.oldorigin = self.origin;
619                         self.SendFlags |= MSF_MOVE;
620                 }
621                 return;
622         }
623
624         targ = monster_target;
625         runspeed = monster_speed_run;
626         walkspeed = monster_speed_walk;
627
628         if(teamplay)
629         if(autocvar_g_monsters_teams)
630         if(IsDifferentTeam(self.monster_owner, self))
631                 self.monster_owner = world;
632
633         if(self.enemy && self.enemy.health < 1)
634                 self.enemy = world; // enough!
635
636         if(time >= self.last_enemycheck)
637         {
638                 if not(monster_isvalidtarget(self.enemy, self))
639                         self.enemy = world;
640
641                 if not(self.enemy)
642                 {
643                         self.enemy = FindTarget(self);
644                         if(self.enemy)
645                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
646                 }
647
648                 self.last_enemycheck = time + 0.5;
649         }
650
651         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
652                 self.state = 0;
653
654         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
655         if(time >= self.last_trace || self.enemy) // update enemy instantly
656                 self.moveto = monster_pickmovetarget(targ);
657
658         if not(self.enemy)
659                 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
660
661         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
662                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
663
664         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
665         {
666                 self.state = 0;
667                 self.touch = MonsterTouch;
668         }
669
670         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
671
672         float turny = 0;
673         vector real_angle = vectoangles(self.steerto) - self.angles;
674
675         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
676                 turny = 20;
677
678         if(self.flags & FL_SWIM)
679                 turny = vlen(self.angles - self.moveto);
680
681         if(turny)
682         {
683                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
684                 self.angles_y += turny;
685         }
686
687         if(self.state == MONSTER_STATE_ATTACK_MELEE)
688                 self.moveto = self.origin;
689
690         if(self.enemy && self.enemy.vehicle)
691                 runspeed = 0;
692
693         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
694                 v_forward = normalize(self.moveto - self.origin);
695         else
696                 self.moveto_z = self.origin_z;
697
698         if(vlen(self.origin - self.moveto) > 64)
699         {
700                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
701                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
702                 else
703                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
704
705                 if(time > self.pain_finished)
706                 if(time > self.attack_finished_single)
707                 if(vlen(self.velocity) > 10)
708                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
709                 else
710                         monsters_setframe(manim_idle);
711         }
712         else
713         {
714                 entity e = find(world, targetname, self.target2);
715                 if(e.target2)
716                         self.target2 = e.target2;
717                 else if(e.target)
718                         self.target2 = e.target;
719
720                 movelib_beak_simple(stopspeed);
721                 if(time > self.attack_finished_single)
722                 if(time > self.pain_finished)
723                 if (vlen(self.velocity) <= 30)
724                         monsters_setframe(manim_idle);
725         }
726
727         monster_checkattack(self, self.enemy);
728
729         if(self.angles != self.oldangles)
730         {
731                 self.oldangles = self.angles;
732                 self.SendFlags |= MSF_ANG;
733         }
734
735         if(self.origin != self.oldorigin)
736         {
737                 self.oldorigin = self.origin;
738                 self.SendFlags |= MSF_MOVE;
739         }
740 }
741
742 void monster_dead_think()
743 {
744         self.think = monster_dead_think;
745         self.nextthink = time + self.ticrate;
746
747         self.deadflag = DEAD_DEAD;
748
749         if(self.ltime != 0)
750         if(time >= self.ltime)
751         {
752                 Monster_Fade();
753                 return;
754         }
755
756         if(self.oldorigin != self.origin)
757         {
758                 self.oldorigin = self.origin;
759                 self.SendFlags |= MSF_MOVE;
760         }
761 }
762
763 void monsters_setstatus()
764 {
765         self.stat_monsters_total = monsters_total;
766         self.stat_monsters_killed = monsters_killed;
767 }
768
769 void Monster_Appear()
770 {
771         self.enemy = activator;
772         self.spawnflags &= ~MONSTERFLAG_APPEAR;
773         self.monster_spawnfunc();
774 }
775
776 float Monster_CheckAppearFlags(entity ent)
777 {
778         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
779                 return FALSE;
780
781         ent.think = func_null;
782         ent.nextthink = 0;
783         ent.use = Monster_Appear;
784         ent.flags = FL_MONSTER; // set so this monster can get butchered
785
786         return TRUE;
787 }
788
789 void monsters_reset()
790 {
791         setorigin(self, self.pos1);
792         self.angles = self.pos2;
793
794         self.health = self.max_health;
795         self.velocity = '0 0 0';
796         self.enemy = world;
797         self.goalentity = world;
798         self.attack_finished_single = 0;
799         self.moveto = self.origin;
800
801         self.SendFlags |= MSF_STATUS;
802 }
803
804 float monster_send(entity to, float sf)
805 {
806         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
807         WriteByte(MSG_ENTITY, sf);
808         if(sf & MSF_SETUP)
809         {
810                 WriteByte(MSG_ENTITY, self.monsterid);
811
812                 WriteCoord(MSG_ENTITY, self.origin_x);
813                 WriteCoord(MSG_ENTITY, self.origin_y);
814                 WriteCoord(MSG_ENTITY, self.origin_z);
815
816                 WriteAngle(MSG_ENTITY, self.angles_x);
817                 WriteAngle(MSG_ENTITY, self.angles_y);
818
819                 WriteByte(MSG_ENTITY, self.skin);
820                 WriteByte(MSG_ENTITY, self.team);
821         }
822
823         if(sf & MSF_ANG)
824         {
825                 WriteShort(MSG_ENTITY, rint(self.angles_x));
826                 WriteShort(MSG_ENTITY, rint(self.angles_y));
827         }
828
829         if(sf & MSF_MOVE)
830         {
831                 WriteShort(MSG_ENTITY, rint(self.origin_x));
832                 WriteShort(MSG_ENTITY, rint(self.origin_y));
833                 WriteShort(MSG_ENTITY, rint(self.origin_z));
834
835                 WriteShort(MSG_ENTITY, rint(self.velocity_x));
836                 WriteShort(MSG_ENTITY, rint(self.velocity_y));
837                 WriteShort(MSG_ENTITY, rint(self.velocity_z));
838
839                 WriteShort(MSG_ENTITY, rint(self.angles_y));
840         }
841
842         if(sf & MSF_ANIM)
843         {
844                 WriteCoord(MSG_ENTITY, self.anim_start_time);
845                 WriteByte(MSG_ENTITY, self.frame);
846         }
847
848         if(sf & MSF_STATUS)
849         {
850                 WriteByte(MSG_ENTITY, self.skin);
851
852                 WriteByte(MSG_ENTITY, self.team);
853
854                 WriteByte(MSG_ENTITY, self.deadflag);
855
856                 if(self.health <= 0)
857                         WriteByte(MSG_ENTITY, 0);
858                 else
859                         WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
860         }
861
862         return TRUE;
863 }
864
865 void monster_link(void() spawnproc)
866 {
867         Net_LinkEntity(self, TRUE, 0, monster_send);
868         self.think        = spawnproc;
869         self.nextthink  = time;
870 }
871
872 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
873 {
874         self.health -= damage;
875
876         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
877
878         if(self.health <= -100) // 100 health until gone?
879         {
880                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
881
882                 self.think = SUB_Remove;
883                 self.nextthink = time + 0.1;
884         }
885 }
886
887 void monster_die()
888 {
889         self.think = monster_dead_think;
890         self.nextthink = self.ticrate;
891         self.ltime = time + 5;
892
893         monster_dropitem();
894
895         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
896
897         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
898                 monsters_killed += 1;
899
900         if(self.candrop && self.weapon)
901                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
902
903         if(IS_CLIENT(self.realowner))
904                 self.realowner.monstercount -= 1;
905
906         self.event_damage       = monsters_corpse_damage;
907         self.solid                      = SOLID_CORPSE;
908         self.takedamage         = DAMAGE_AIM;
909         self.enemy                      = world;
910         self.movetype           = MOVETYPE_TOSS;
911         self.moveto                     = self.origin;
912         self.touch                      = MonsterTouch; // reset incase monster was pouncing
913         self.reset                      = func_null;
914         self.state                      = 0;
915         self.attack_finished_single = 0;
916
917         if not(self.flags & FL_FLY)
918                 self.velocity = '0 0 0';
919
920         self.SendFlags |= MSF_MOVE;
921
922         // number of monsters spawned with mobspawn command
923         totalspawned -= 1;
924
925         MON_ACTION(self.monsterid, MR_DEATH);
926 }
927
928 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
929 {
930         if(self.frozen && deathtype != DEATH_KILL)
931                 return;
932
933         if(time < self.pain_finished && deathtype != DEATH_KILL)
934                 return;
935
936         if(time < self.spawnshieldtime)
937                 return;
938
939         vector v;
940         float take, save;
941
942         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, damage);
943         take = v_x;
944         save = v_y;
945
946         self.health -= take;
947
948         self.dmg_time = time;
949
950         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
951                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
952
953         self.velocity += force * self.damageforcescale;
954
955         if(deathtype != DEATH_DROWN)
956         {
957                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
958                 if (take > 50)
959                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
960                 if (take > 100)
961                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
962         }
963
964         if(self.health <= 0)
965         {
966                 if(deathtype == DEATH_KILL)
967                         self.candrop = FALSE; // killed by mobkill command
968
969                 // TODO: fix this?
970                 activator = attacker;
971                 other = self.enemy;
972                 SUB_UseTargets();
973                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
974
975                 monster_die();
976
977                 frag_attacker = attacker;
978                 frag_target = self;
979                 MUTATOR_CALLHOOK(MonsterDies);
980
981                 if(self.health <= -100) // check if we're already gibbed
982                 {
983                         Violence_GibSplash(self, 1, 0.5, attacker);
984
985                         self.think = SUB_Remove;
986                         self.nextthink = time + 0.1;
987                 }
988         }
989
990         self.SendFlags |= MSF_STATUS;
991 }
992
993 void monster_think()
994 {
995         self.think = monster_think;
996         self.nextthink = self.ticrate;
997
998         MON_ACTION(self.monsterid, MR_THINK);
999 }
1000
1001 void monster_spawn()
1002 {
1003         MON_ACTION(self.monsterid, MR_SETUP);
1004
1005         if not(self.monster_respawned)
1006                 Monster_CheckMinibossFlag();
1007
1008         self.max_health = self.health;
1009         self.pain_finished = self.nextthink;
1010         self.anim_start_time = time;
1011
1012         if not(self.noalign)
1013         {
1014                 setorigin(self, self.origin + '0 0 20');
1015                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1016                 setorigin(self, trace_endpos);
1017         }
1018
1019         if not(self.monster_respawned)
1020         if not(self.skin)
1021                 self.skin = rint(random() * 4);
1022
1023         if not(self.attack_range)
1024                 self.attack_range = autocvar_g_monsters_attack_range;
1025
1026         self.pos1 = self.origin;
1027
1028         //monster_setupsounds(self.netname);
1029         precache_monstersounds();
1030         UpdateMonsterSounds();
1031         //monster_precachesounds(self);
1032
1033         if(teamplay)
1034                 self.monster_attack = TRUE; // we can have monster enemies in team games
1035                 
1036         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1037
1038         self.think = monster_think;
1039         self.nextthink = time + self.ticrate;
1040
1041         self.SendFlags |= MSF_SETUP;
1042
1043         MUTATOR_CALLHOOK(MonsterSpawn);
1044 }
1045
1046 float monster_initialize(float mon_id, float nodrop)
1047 {
1048         if not(autocvar_g_monsters)
1049                 return FALSE;
1050
1051         entity mon = get_monsterinfo(mon_id);
1052
1053         // support for quake style removing monsters based on skill
1054         switch(monster_skill)
1055         {
1056                 case 0:
1057                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
1058                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
1059                 default:
1060                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
1061         }
1062
1063         if(self.team && !teamplay)
1064                 self.team = 0;
1065
1066         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1067         if not(self.monster_respawned)
1068                 monsters_total += 1;
1069
1070         setsize(self, mon.mins, mon.maxs);
1071         self.flags                              = FL_MONSTER;
1072         self.takedamage                 = DAMAGE_AIM;
1073         self.bot_attack                 = TRUE;
1074         self.iscreature                 = TRUE;
1075         self.teleportable               = TRUE;
1076         self.damagedbycontents  = TRUE;
1077         self.monsterid                  = mon_id;
1078         self.damageforcescale   = 0;
1079         self.event_damage               = monsters_damage;
1080         self.touch                              = MonsterTouch;
1081         self.use                                = monster_use;
1082         self.solid                              = SOLID_BBOX;
1083         self.movetype                   = MOVETYPE_WALK;
1084         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1085         self.enemy                              = world;
1086         self.velocity                   = '0 0 0';
1087         self.moveto                             = self.origin;
1088         self.pos2                               = self.angles;
1089         self.reset                              = monsters_reset;
1090         self.netname                    = mon.netname;
1091         self.monster_name               = M_NAME(mon_id);
1092         self.candrop                    = TRUE;
1093         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1094         self.oldtarget2                 = self.target2;
1095         self.deadflag                   = DEAD_NO;
1096         self.scale                              = 1;
1097         self.noalign                    = nodrop;
1098         self.spawn_time                 = time;
1099         self.gravity                    = 1;
1100         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1101
1102         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1103                 self.flags |= FL_SWIM;
1104
1105         if(mon.spawnflags & MONSTER_TYPE_FLY)
1106         {
1107                 self.flags |= FL_FLY;
1108                 self.movetype = MOVETYPE_FLY;
1109         }
1110
1111         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1112                 self.scale = 1.3;
1113
1114         if not(self.ticrate)
1115                 self.ticrate = autocvar_g_monsters_think_delay;
1116
1117         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1118
1119         if not(self.m_armor_blockpercent)
1120                 self.m_armor_blockpercent = 0.5;
1121
1122         if not(self.target_range)
1123                 self.target_range = autocvar_g_monsters_target_range;
1124
1125         if not(self.respawntime)
1126                 self.respawntime = autocvar_g_monsters_respawn_delay;
1127
1128         if not(self.monster_moveflags)
1129                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1130
1131         monster_link(monster_spawn);
1132
1133         return TRUE;
1134 }