1 #include "sv_monsters.qh"
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
26 void monsters_setstatus(entity this)
28 STAT(MONSTERS_TOTAL, this) = monsters_total;
29 STAT(MONSTERS_KILLED, this) = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
39 Item_SetLoot(e, true);
40 e.spawnfunc_checked = true;
42 e.monster_loot = this.monster_loot;
44 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
45 e = M_ARGV(1, entity);
47 if(e && e.monster_loot)
50 StartItem(e, e.monster_loot);
53 e.velocity = randomvec() * 175 + '0 0 325';
54 e.item_spawnshieldtime = time + 0.7;
55 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
59 void monster_makevectors(entity this, entity targ)
63 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
64 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
65 this.v_angle_x = -this.v_angle_x;
68 makevectors(this.v_angle);
75 bool Monster_ValidTarget(entity this, entity targ)
77 // ensure we're not checking nonexistent monster/target
78 if(!this || !targ) { return false; }
81 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
82 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
83 || (time < game_starttime) // monsters do nothing before match has started
84 || (targ.takedamage == DAMAGE_NO)
85 || (targ.items & IT_INVISIBILITY)
86 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
88 || (this.monster_follow == targ || targ.monster_follow == this)
89 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91 || (SAME_TEAM(targ, this))
92 || (STAT(FROZEN, targ))
93 || (targ.alpha != 0 && targ.alpha < 0.5)
94 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
97 // if any of the above checks fail, target is not valid
101 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1 && trace_ent != targ)
105 return false; // solid
107 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108 if(this.enemy != targ)
110 makevectors (this.angles);
111 float dot = normalize (targ.origin - this.origin) * v_forward;
113 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116 return true; // this target is valid!
119 entity Monster_FindTarget(entity this)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123 entity closest_target = NULL;
124 vector my_center = CENTER_OR_VIEWOFS(this);
126 // find the closest acceptable target to pass to
127 IL_EACH(g_monster_targets, it.monster_attack,
129 float trange = this.target_range;
130 if(PHYS_INPUT_BUTTON_CROUCH(it))
131 trange *= 0.75; // TODO cvar this
132 vector theirmid = (it.absmin + it.absmax) * 0.5;
133 if(vdist(theirmid - this.origin, >, trange))
135 if(!Monster_ValidTarget(this, it))
138 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
139 vector targ_center = CENTER_OR_VIEWOFS(it);
143 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
144 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
145 { closest_target = it; }
147 else { closest_target = it; }
150 return closest_target;
153 void monster_setupcolors(entity this)
155 if(IS_PLAYER(this.realowner))
156 this.colormap = this.realowner.colormap;
157 else if(teamplay && this.team)
158 this.colormap = 1024 + (this.team - 1) * 17;
161 if(this.monster_skill <= MONSTER_SKILL_EASY)
162 this.colormap = 1029;
163 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
164 this.colormap = 1027;
165 else if(this.monster_skill <= MONSTER_SKILL_HARD)
166 this.colormap = 1038;
167 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
168 this.colormap = 1028;
169 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
170 this.colormap = 1032;
172 this.colormap = 1024;
175 if(this.colormap > 0)
176 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
178 this.glowmod = '1 1 1';
181 void monster_changeteam(entity this, int newteam)
183 if(!teamplay) { return; }
186 if(!this.monster_attack)
187 IL_PUSH(g_monster_targets, this);
188 this.monster_attack = true; // new team, activate attacking
189 monster_setupcolors(this);
193 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
195 this.sprite.team = newteam;
196 this.sprite.SendFlags |= 1;
200 .void(entity) monster_delayedfunc;
201 void Monster_Delay_Action(entity this)
203 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
208 setthink(this, Monster_Delay_Action);
209 this.nextthink = time + this.count;
213 setthink(this, SUB_Remove);
214 this.nextthink = time;
218 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
220 // deferred attacking, checks if monster is still alive and target is still valid before attacking
223 setthink(e, Monster_Delay_Action);
224 e.nextthink = time + defer_amnt;
225 e.count = defer_amnt;
227 e.monster_delayedfunc = func;
228 e.cnt = repeat_count;
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_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
263 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
268 void Monster_Sounds_Precache(entity this)
270 string m = (Monsters_from(this.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(entity this)
289 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.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(entity this, string f, int first)
311 float fh = fopen(f, FILE_READ);
314 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
317 while((s = fgets(fh)))
319 if(tokenize_console(s) != 3)
321 field = Monster_Sound_SampleField(argv(0));
322 if(GetMonsterSoundSampleField_notFound)
325 strunzone(this.(field));
326 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
332 .int skin_for_monstersound;
333 void Monster_Sounds_Update(entity this)
335 if(this.skin == this.skin_for_monstersound) { return; }
337 this.skin_for_monstersound = this.skin;
338 Monster_Sounds_Clear(this);
339 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
340 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
343 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
345 if(!autocvar_g_monsters_sounds) { return; }
348 if(time < this.msound_delay)
350 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
352 this.msound_delay = time + sound_delay;
356 // =======================
357 // Monster attack handlers
358 // =======================
360 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
362 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
364 setanim(this, anim, false, true, false);
366 if(this.animstate_endtime > time && IS_MONSTER(this))
367 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
369 this.attack_finished_single[0] = this.anim_finished = time + animtime;
371 monster_makevectors(this, targ);
373 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
375 if(trace_ent.takedamage)
376 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
381 bool Monster_Attack_Leap_Check(entity this, vector vel)
383 if(this.state && IS_MONSTER(this))
384 return false; // already attacking
385 if(!IS_ONGROUND(this))
386 return false; // not on the ground
387 if(this.health <= 0 || IS_DEAD(this))
388 return false; // called when dead?
389 if(time < this.attack_finished_single[0])
390 return false; // still attacking
392 vector old = this.velocity;
395 tracetoss(this, this);
397 if(trace_ent != this.enemy)
403 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
405 if(!Monster_Attack_Leap_Check(this, vel))
408 setanim(this, anm, false, true, false);
410 if(this.animstate_endtime > time && IS_MONSTER(this))
411 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
413 this.attack_finished_single[0] = this.anim_finished = time + animtime;
416 this.state = MONSTER_ATTACK_RANGED;
417 settouch(this, touchfunc);
420 UNSET_ONGROUND(this);
425 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
427 int slot = weaponslot(weaponentity);
430 || (!this.monster_attackfunc)
431 || (time < this.attack_finished_single[slot])
434 if(vdist(targ.origin - this.origin, <=, this.attack_range))
436 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
437 if(attack_success == 1)
438 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
439 else if(attack_success > 0)
443 if(vdist(targ.origin - this.origin, >, this.attack_range))
445 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
446 if(attack_success == 1)
447 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
448 else if(attack_success > 0)
454 // ======================
455 // Main monster functions
456 // ======================
458 void Monster_UpdateModel(entity this)
460 // assume some defaults
461 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
462 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
463 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
464 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
465 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
466 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
467 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
468 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
469 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
470 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
472 // then get the real values
473 Monster mon = Monsters_from(this.monsterid);
474 mon.mr_anim(mon, this);
477 void Monster_Touch(entity this, entity toucher)
479 if(toucher == NULL) { return; }
481 if(toucher.monster_attack)
482 if(this.enemy != toucher)
483 if(!IS_MONSTER(toucher))
484 if(Monster_ValidTarget(this, toucher))
485 this.enemy = toucher;
488 void Monster_Miniboss_Check(entity this)
490 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
493 float chance = random() * 100;
495 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
498 this.health += autocvar_g_monsters_miniboss_healthboost;
499 this.effects |= EF_RED;
501 this.weapon = WEP_VORTEX.m_id;
505 bool Monster_Respawn_Check(entity this)
507 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
509 return true; // enabled by a mutator
511 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
514 if(!autocvar_g_monsters_respawn)
520 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
524 void Monster_Dead_Fade(entity this)
526 if(Monster_Respawn_Check(this))
528 this.spawnflags |= MONSTERFLAG_RESPAWNED;
529 setthink(this, Monster_Respawn);
530 this.nextthink = time + this.respawntime;
531 this.monster_lifetime = 0;
532 this.deadflag = DEAD_RESPAWNING;
533 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
535 this.pos1 = this.origin;
536 this.pos2 = this.angles;
538 this.event_damage = func_null;
539 this.takedamage = DAMAGE_NO;
540 setorigin(this, this.pos1);
541 this.angles = this.pos2;
542 this.health = this.max_health;
543 setmodel(this, MDL_Null);
547 // number of monsters spawned with mobspawn command
550 SUB_SetFade(this, time + 3, 1);
554 void Monster_Use(entity this, entity actor, entity trigger)
556 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
559 .float pass_distance;
560 vector Monster_Move_Target(entity this, entity targ)
562 // enemy is always preferred target
565 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
566 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
567 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
569 // cases where the enemy may have changed their state (don't need to check everything here)
571 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
572 || (STAT(FROZEN, this.enemy))
573 || (this.enemy.flags & FL_NOTARGET)
574 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
575 || (this.enemy.takedamage == DAMAGE_NO)
576 || (vdist(this.origin - targ_origin, >, this.target_range))
577 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
580 //this.pass_distance = 0;
585 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
586 print("Trace origin: ", vtos(targ_origin), "\n");
587 print("Target origin: ", vtos(this.enemy.origin), "\n");
588 print("My origin: ", vtos(this.origin), "\n"); */
590 this.monster_movestate = MONSTER_MOVE_ENEMY;
591 this.last_trace = time + 1.2;
592 if(this.monster_moveto)
593 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
598 /*makevectors(this.angles);
599 this.monster_movestate = MONSTER_MOVE_ENEMY;
600 this.last_trace = time + 1.2;
601 return this.enemy.origin; */
604 switch(this.monster_moveflags)
606 case MONSTER_MOVE_FOLLOW:
608 this.monster_movestate = MONSTER_MOVE_FOLLOW;
609 this.last_trace = time + 0.3;
610 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
612 case MONSTER_MOVE_SPAWNLOC:
614 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
615 this.last_trace = time + 2;
618 case MONSTER_MOVE_NOMOVE:
620 if(this.monster_moveto)
622 this.last_trace = time + 0.5;
623 return this.monster_moveto;
627 this.monster_movestate = MONSTER_MOVE_NOMOVE;
628 this.last_trace = time + 2;
633 case MONSTER_MOVE_WANDER:
636 this.monster_movestate = MONSTER_MOVE_WANDER;
638 if(this.monster_moveto)
640 this.last_trace = time + 0.5;
641 pos = this.monster_moveto;
645 this.last_trace = time + 0.5;
650 this.last_trace = time + this.wander_delay;
652 this.angles_y = rint(random() * 500);
653 makevectors(this.angles);
654 pos = this.origin + v_forward * this.wander_distance;
656 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
658 pos.z = random() * 200;
669 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
671 //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
672 //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
673 //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
674 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
678 if(current_height) // make sure we can actually do this arcing path
680 targpos = (to + ('0 0 1' * current_height));
681 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
682 if(trace_fraction < 1)
684 //print("normal arc line failed, trying to find new pos...");
685 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
686 targpos = (trace_endpos + '0 0 -10');
687 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
688 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
689 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
692 else { targpos = to; }
695 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
697 vector desired_direction = normalize(targpos - from);
698 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
699 else { this.velocity = (desired_direction * movespeed); }
701 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
702 //this.angles = vectoangles(this.velocity);
708 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
710 // update goal entity if lost
711 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
712 this.goalentity = find(NULL, targetname, this.target2);
714 if(STAT(FROZEN, this))
716 movelib_brake_simple(this, stpspeed);
717 setanim(this, this.anim_idle, true, false, false);
718 return; // no physics while frozen!
721 if(this.flags & FL_SWIM)
723 if(this.waterlevel < WATERLEVEL_WETFEET)
725 if(time >= this.last_trace)
727 this.last_trace = time + 0.4;
729 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
730 this.angles = '90 90 0';
733 this.velocity_y += random() * 50;
734 this.velocity_x -= random() * 50;
738 this.velocity_y -= random() * 50;
739 this.velocity_x += random() * 50;
741 this.velocity_z += random() * 150;
745 set_movetype(this, MOVETYPE_BOUNCE);
746 //this.velocity_z = -200;
750 else if(this.move_movetype == MOVETYPE_BOUNCE)
753 set_movetype(this, MOVETYPE_WALK);
757 entity targ = this.goalentity;
759 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
761 || this.draggedby != NULL
762 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
763 || time < game_starttime
764 || (autocvar_g_campaign && !campaign_bots_may_start)
765 || time < this.spawn_time)
767 runspeed = walkspeed = 0;
768 if(time >= this.spawn_time)
769 setanim(this, this.anim_idle, true, false, false);
770 movelib_brake_simple(this, stpspeed);
774 targ = M_ARGV(3, entity);
775 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
776 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
778 if(teamplay && autocvar_g_monsters_teams)
779 if(DIFF_TEAM(this.monster_follow, this))
780 this.monster_follow = NULL;
782 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
785 settouch(this, Monster_Touch);
788 if(this.state && time >= this.attack_finished_single[0])
789 this.state = 0; // attack is over
791 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
792 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
793 this.moveto = Monster_Move_Target(this, targ);
796 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
798 if(this.state == MONSTER_ATTACK_MELEE)
799 this.moveto = this.origin;
801 if(this.enemy && this.enemy.vehicle)
804 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
805 this.moveto_z = this.origin_z;
807 if(vdist(this.origin - this.moveto, >, 100))
809 bool do_run = (this.enemy || this.monster_moveto);
810 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
811 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
813 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
815 if(vdist(this.velocity, >, 10))
816 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
818 setanim(this, this.anim_idle, true, false, false);
822 entity e = this.goalentity; //find(NULL, targetname, this.target2);
823 if(e.target2 && e.target2 != "")
824 this.target2 = e.target2;
825 else if(e.target && e.target != "") // compatibility
826 this.target2 = e.target;
828 movelib_brake_simple(this, stpspeed);
829 if(time > this.anim_finished && time > this.pain_finished)
831 if(vdist(this.velocity, <=, 30))
832 setanim(this, this.anim_idle, true, false, false);
835 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
837 vector real_angle = vectoangles(this.steerto) - this.angles;
839 if(this.state == MONSTER_ATTACK_MELEE)
843 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
844 this.angles_y += turny;
848 void Monster_Remove(entity this)
851 return; // don't remove it?
853 if(!this) { return; }
855 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
856 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
858 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
860 .entity weaponentity = weaponentities[slot];
861 if(this.(weaponentity))
862 delete(this.(weaponentity));
864 if(this.iceblock) { delete(this.iceblock); }
865 WaypointSprite_Kill(this.sprite);
869 void Monster_Dead_Think(entity this)
871 this.nextthink = time + this.ticrate;
873 if(this.monster_lifetime != 0)
874 if(time >= this.monster_lifetime)
876 Monster_Dead_Fade(this);
881 void Monster_Appear(entity this, entity actor, entity trigger)
884 Monster_Spawn(this, false, this.monsterid);
887 bool Monster_Appear_Check(entity this, int monster_id)
889 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
892 setthink(this, func_null);
893 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
895 this.use = Monster_Appear;
896 this.flags = FL_MONSTER; // set so this monster can get butchered
901 void Monster_Reset(entity this)
903 setorigin(this, this.pos1);
904 this.angles = this.pos2;
906 Unfreeze(this); // remove any icy remains
908 this.health = this.max_health;
909 this.velocity = '0 0 0';
911 this.goalentity = NULL;
912 this.attack_finished_single[0] = 0;
913 this.moveto = this.origin;
916 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
918 this.health -= damage;
920 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
922 if(this.health <= -50) // 100 health until gone?
924 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
926 // number of monsters spawned with mobspawn command
929 setthink(this, SUB_Remove);
930 this.nextthink = time + 0.1;
931 this.event_damage = func_null;
935 void Monster_Dead(entity this, entity attacker, float gibbed)
937 setthink(this, Monster_Dead_Think);
938 this.nextthink = time;
939 this.monster_lifetime = time + 5;
941 if(STAT(FROZEN, this))
943 Unfreeze(this); // remove any icy remains
944 this.health = 0; // reset by Unfreeze
947 monster_dropitem(this, attacker);
949 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
951 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
952 monsters_killed += 1;
954 if(IS_PLAYER(attacker))
955 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
956 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
960 // number of monsters spawned with mobspawn command
964 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
965 _setmodel(this, this.mdl_dead);
967 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
968 this.solid = SOLID_CORPSE;
969 this.takedamage = DAMAGE_AIM;
970 this.deadflag = DEAD_DEAD;
972 set_movetype(this, MOVETYPE_TOSS);
973 this.moveto = this.origin;
974 settouch(this, Monster_Touch); // reset incase monster was pouncing
975 this.reset = func_null;
977 this.attack_finished_single[0] = 0;
980 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
981 this.velocity = '0 0 0';
983 CSQCModel_UnlinkEntity(this);
985 Monster mon = Monsters_from(this.monsterid);
986 mon.mr_death(mon, this);
988 if(this.candrop && this.weapon)
990 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
991 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
995 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
997 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1000 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1003 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1006 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1009 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1012 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1016 Monster mon = Monsters_from(this.monsterid);
1017 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1021 this.health -= take;
1022 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1026 WaypointSprite_UpdateHealth(this.sprite, this.health);
1028 this.dmg_time = time;
1030 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1031 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1033 this.velocity += force * this.damageforcescale;
1035 if(deathtype != DEATH_DROWN.m_id && take)
1037 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1039 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1041 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1044 if(this.health <= 0)
1046 if(deathtype == DEATH_KILL.m_id)
1047 this.candrop = false; // killed by mobkill command
1050 SUB_UseTargets(this, attacker, this.enemy);
1051 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1053 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1055 WaypointSprite_Kill(this.sprite);
1057 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1059 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1061 Violence_GibSplash(this, 1, 0.5, attacker);
1063 setthink(this, SUB_Remove);
1064 this.nextthink = time + 0.1;
1069 // don't check for enemies, just keep walking in a straight line
1070 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1072 if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1075 if(time >= this.spawn_time)
1076 setanim(this, this.anim_idle, true, false, false);
1077 movelib_brake_simple(this, 0.6);
1081 makevectors(this.angles);
1082 vector a = CENTER_OR_VIEWOFS(this);
1083 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1085 traceline(a, b, MOVE_NORMAL, this);
1087 bool reverse = false;
1088 if(trace_fraction != 1.0)
1090 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1092 if(trace_ent && IS_MONSTER(trace_ent))
1095 // TODO: fix this... tracing is broken if the floor is thin
1100 traceline(b, a, MOVE_WORLDONLY, this);
1101 if(trace_fraction == 1.0)
1107 this.angles_y = anglemods(this.angles_y - 180);
1108 makevectors(this.angles);
1111 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1113 if(time > this.pain_finished && time > this.attack_finished_single[0])
1114 if(vdist(this.velocity, >, 10))
1115 setanim(this, this.anim_walk, true, false, false);
1117 setanim(this, this.anim_idle, true, false, false);
1120 void Monster_Anim(entity this)
1122 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1127 // Decide on which death animation to use.
1129 deadbits = ANIMSTATE_DEAD1;
1131 deadbits = ANIMSTATE_DEAD2;
1136 // Clear a previous death animation.
1139 int animbits = deadbits;
1140 if(STAT(FROZEN, this))
1141 animbits |= ANIMSTATE_FROZEN;
1143 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1144 animdecide_setstate(this, animbits, false);
1145 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1147 /* // weapon entities for monsters?
1148 if (this.weaponentity)
1150 updateanim(this.weaponentity);
1151 if (!this.weaponentity.animstate_override)
1152 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1157 void Monster_Frozen_Think(entity this)
1159 if(STAT(FROZEN, this) == 2)
1161 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1162 this.health = max(1, this.revive_progress * this.max_health);
1163 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1165 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1166 WaypointSprite_UpdateHealth(this.sprite, this.health);
1168 if(this.revive_progress >= 1)
1171 else if(STAT(FROZEN, this) == 3)
1173 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1174 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1176 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1177 WaypointSprite_UpdateHealth(this.sprite, this.health);
1183 if(this.event_damage)
1184 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1187 else if ( this.revive_progress <= 0 )
1190 // otherwise, no revival!
1192 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1195 void Monster_Enemy_Check(entity this)
1199 this.enemy = Monster_FindTarget(this);
1202 WarpZone_RefSys_Copy(this.enemy, this);
1203 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1204 // update move target immediately?
1205 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1206 this.monster_moveto = '0 0 0';
1207 this.monster_face = '0 0 0';
1209 //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' * this.origin_x) + ('0 1 0' * this.origin_y)));
1210 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1215 void Monster_Think(entity this)
1217 setthink(this, Monster_Think);
1218 this.nextthink = time + this.ticrate;
1220 if(this.monster_lifetime && time >= this.monster_lifetime)
1222 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1226 if(STAT(FROZEN, this))
1227 Monster_Frozen_Think(this);
1228 else if(time >= this.last_enemycheck)
1230 Monster_Enemy_Check(this);
1231 this.last_enemycheck = time + 1; // check for enemies every second
1234 Monster mon = Monsters_from(this.monsterid);
1235 if(mon.mr_think(mon, this))
1237 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1239 .entity weaponentity = weaponentities[0]; // TODO?
1240 Monster_Attack_Check(this, this.enemy, weaponentity);
1245 CSQCMODEL_AUTOUPDATE(this);
1248 bool Monster_Spawn_Setup(entity this)
1250 Monster mon = Monsters_from(this.monsterid);
1251 mon.mr_setup(mon, this);
1253 // ensure some basic needs are met
1254 if(!this.health) { this.health = 100; }
1255 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1256 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1257 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1258 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1259 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1260 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1262 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1264 Monster_Miniboss_Check(this);
1265 this.health *= MONSTER_SKILLMOD(this);
1268 this.skin = rint(random() * 4);
1271 this.max_health = this.health;
1272 this.pain_finished = this.nextthink;
1274 if(IS_PLAYER(this.monster_follow))
1275 this.effects |= EF_DIMLIGHT;
1277 if(!this.wander_delay) { this.wander_delay = 2; }
1278 if(!this.wander_distance) { this.wander_distance = 600; }
1280 Monster_Sounds_Precache(this);
1281 Monster_Sounds_Update(this);
1285 if(!this.monster_attack)
1286 IL_PUSH(g_monster_targets, this);
1287 this.monster_attack = true; // we can have monster enemies in team games
1290 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1292 if(autocvar_g_monsters_healthbars)
1294 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1295 wp.wp_extra = this.monsterid;
1296 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1297 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1299 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1300 WaypointSprite_UpdateHealth(this.sprite, this.health);
1304 setthink(this, Monster_Think);
1305 this.nextthink = time + this.ticrate;
1307 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1313 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1315 // setup the basic required properties for a monster
1316 entity mon = Monsters_from(mon_id);
1317 if(!mon.monsterid) { return false; } // invalid monster
1319 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1321 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1323 IL_PUSH(g_monsters, this);
1324 if(this.mdl && this.mdl != "")
1325 precache_model(this.mdl);
1326 if(this.mdl_dead && this.mdl_dead != "")
1327 precache_model(this.mdl_dead);
1330 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1332 if(!this.monster_skill)
1333 this.monster_skill = cvar("g_monsters_skill");
1335 // support for quake style removing monsters based on skill
1336 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1337 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1338 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1340 if(this.team && !teamplay)
1343 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1344 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1345 monsters_total += 1;
1347 if(this.mdl && this.mdl != "")
1348 _setmodel(this, this.mdl);
1350 setmodel(this, mon.m_model);
1352 this.flags = FL_MONSTER;
1353 this.classname = "monster";
1354 this.takedamage = DAMAGE_AIM;
1355 if(!this.bot_attack)
1356 IL_PUSH(g_bot_targets, this);
1357 this.bot_attack = true;
1358 this.iscreature = true;
1359 this.teleportable = true;
1360 if(!this.damagedbycontents)
1361 IL_PUSH(g_damagedbycontents, this);
1362 this.damagedbycontents = true;
1363 this.monsterid = mon_id;
1364 this.event_damage = Monster_Damage;
1365 settouch(this, Monster_Touch);
1366 this.use = Monster_Use;
1367 this.solid = SOLID_BBOX;
1368 set_movetype(this, MOVETYPE_WALK);
1369 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1371 this.velocity = '0 0 0';
1372 this.moveto = this.origin;
1373 this.pos1 = this.origin;
1374 this.pos2 = this.angles;
1375 this.reset = Monster_Reset;
1376 this.netname = mon.netname;
1377 this.monster_attackfunc = mon.monster_attackfunc;
1378 this.monster_name = mon.monster_name;
1379 this.candrop = true;
1380 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1381 this.oldtarget2 = this.target2;
1382 //this.pass_distance = 0;
1383 this.deadflag = DEAD_NO;
1384 this.spawn_time = time;
1386 this.monster_moveto = '0 0 0';
1387 this.monster_face = '0 0 0';
1388 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1390 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1391 if(!this.scale) { this.scale = 1; }
1392 if(autocvar_g_monsters_edit) { this.grab = 1; }
1393 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1394 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1395 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1397 if(autocvar_g_monsters_playerclip_collisions)
1398 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1400 if(mon.spawnflags & MONSTER_TYPE_FLY)
1402 this.flags |= FL_FLY;
1403 set_movetype(this, MOVETYPE_FLY);
1406 if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1409 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1411 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1413 Monster_UpdateModel(this);
1415 if(!Monster_Spawn_Setup(this))
1417 Monster_Remove(this);
1423 setorigin(this, this.origin + '0 0 20');
1424 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1425 setorigin(this, trace_endpos);
1428 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1429 monster_setupcolors(this);
1431 CSQCMODEL_AUTOINIT(this);