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