#if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include "../../dpdefs/progsdefs.qh" #include "../../dpdefs/dpextensions.qh" #include "../../warpzonelib/common.qh" #include "../constants.qh" #include "../teams.qh" #include "../util.qh" #include "all.qh" #include "sv_monsters.qh" #include "../weapons/all.qh" #include "../../server/autocvars.qh" #include "../../server/defs.qh" #include "../deathtypes.qh" #include "../../server/mutators/mutators_include.qh" #include "../../server/steerlib.qh" #include "../turrets/sv_turrets.qh" #include "../turrets/util.qh" #include "../vehicles/all.qh" #include "../../server/campaign.qh" #include "../../server/command/common.qh" #include "../../server/command/cmd.qh" #include "../triggers/triggers.qh" #include "../../csqcmodellib/sv_model.qh" #include "../../server/round_handler.qh" #endif void monsters_setstatus() {SELFPARAM(); self.stat_monsters_total = monsters_total; self.stat_monsters_killed = monsters_killed; } void monster_dropitem() {SELFPARAM(); if(!self.candrop || !self.monster_loot) return; vector org = self.origin + ((self.mins + self.maxs) * 0.5); entity e = spawn(); e.spawnfunc_checked = true; e.monster_loot = self.monster_loot; MUTATOR_CALLHOOK(MonsterDropItem, e); e = other; if(e && e.monster_loot) { setself(e); e.noalign = true; e.monster_loot(e); e.gravity = 1; e.movetype = MOVETYPE_TOSS; e.reset = SUB_Remove; setorigin(e, org); e.velocity = randomvec() * 175 + '0 0 325'; e.item_spawnshieldtime = time + 0.7; e.classname = "droppedweapon"; // use weapon handling to remove it on touch SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1); setself(this); } } void monster_makevectors(entity e) {SELFPARAM(); if(IS_MONSTER(self)) { vector v; v = e.origin + (e.mins + e.maxs) * 0.5; self.v_angle = vectoangles(v - (self.origin + self.view_ofs)); self.v_angle_x = -self.v_angle_x; } makevectors(self.v_angle); } // =============== // Target handling // =============== bool Monster_ValidTarget(entity mon, entity player) {SELFPARAM(); // ensure we're not checking nonexistent monster/target if(!mon || !player) { return false; } if((player == mon) || (autocvar_g_monsters_lineofsight && !checkpvs(mon.origin + mon.view_ofs, player)) // enemy cannot be seen || (IS_VEHICLE(player) && !((get_monsterinfo(mon.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless || (time < game_starttime) // monsters do nothing before match has started || (player.takedamage == DAMAGE_NO) || (player.items & IT_INVISIBILITY) || (IS_SPEC(player) || IS_OBSERVER(player)) // don't attack spectators || (!IS_VEHICLE(player) && (player.deadflag != DEAD_NO || mon.deadflag != DEAD_NO || player.health <= 0 || mon.health <= 0)) || (mon.monster_follow == player || player.monster_follow == mon) || (!IS_VEHICLE(player) && (player.flags & FL_NOTARGET)) || (!autocvar_g_monsters_typefrag && player.BUTTON_CHAT) || (SAME_TEAM(player, mon)) || (player.frozen) || (player.alpha != 0 && player.alpha < 0.5) ) { // if any of the above checks fail, target is not valid return false; } traceline(mon.origin + self.view_ofs, player.origin, 0, mon); if((trace_fraction < 1) && (trace_ent != player)) return false; if(autocvar_g_monsters_target_infront || (mon.spawnflags & MONSTERFLAG_INFRONT)) if(mon.enemy != player) { float dot; makevectors (mon.angles); dot = normalize (player.origin - mon.origin) * v_forward; if(dot <= autocvar_g_monsters_target_infront_range) { return false; } } return true; // this target is valid! } entity Monster_FindTarget(entity mon) { if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator entity head, closest_target = world; head = findradius(mon.origin, mon.target_range); while(head) // find the closest acceptable target to pass to { if(head.monster_attack) if(Monster_ValidTarget(mon, head)) { // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) vector head_center = CENTER_OR_VIEWOFS(head); vector ent_center = CENTER_OR_VIEWOFS(mon); if(closest_target) { vector closest_target_center = CENTER_OR_VIEWOFS(closest_target); if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center)) { closest_target = head; } } else { closest_target = head; } } head = head.chain; } return closest_target; } void monster_setupcolors(entity mon) { if(IS_PLAYER(mon.realowner)) mon.colormap = mon.realowner.colormap; else if(teamplay && mon.team) mon.colormap = 1024 + (mon.team - 1) * 17; else { if(mon.monster_skill <= MONSTER_SKILL_EASY) mon.colormap = 1029; else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM) mon.colormap = 1027; else if(mon.monster_skill <= MONSTER_SKILL_HARD) mon.colormap = 1038; else if(mon.monster_skill <= MONSTER_SKILL_INSANE) mon.colormap = 1028; else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE) mon.colormap = 1032; else mon.colormap = 1024; } } void monster_changeteam(entity ent, float newteam) { if(!teamplay) { return; } ent.team = newteam; ent.monster_attack = true; // new team, activate attacking monster_setupcolors(ent); if(ent.sprite) { WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0')); ent.sprite.team = newteam; ent.sprite.SendFlags |= 1; } } void Monster_Delay_Action() {SELFPARAM(); entity oldself = self; setself(self.owner); if(Monster_ValidTarget(self, self.enemy)) { oldself.use(); } if(oldself.cnt > 0) { oldself.cnt -= 1; oldself.think = Monster_Delay_Action; oldself.nextthink = time + oldself.respawn_time; } else { oldself.think = SUB_Remove; oldself.nextthink = time; } } void Monster_Delay(float repeat_count, float repeat_defer, float defer_amnt, void() func) {SELFPARAM(); // deferred attacking, checks if monster is still alive and target is still valid before attacking entity e = spawn(); e.think = Monster_Delay_Action; e.nextthink = time + defer_amnt; e.count = defer_amnt; e.owner = self; e.use = func; e.cnt = repeat_count; e.respawn_time = repeat_defer; } // ============== // Monster sounds // ============== string get_monster_model_datafilename(string m, float sk, string fil) { if(m) m = strcat(m, "_"); else m = "models/monsters/*_"; if(sk >= 0) m = strcat(m, ftos(sk)); else m = strcat(m, "*"); return strcat(m, ".", fil); } void Monster_Sound_Precache(string f) { float fh; string s; fh = fopen(f, FILE_READ); if(fh < 0) return; while((s = fgets(fh))) { if(tokenize_console(s) != 3) { LOG_TRACE("Invalid sound info line: ", s, "\n"); continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); } fclose(fh); } void Monster_Sounds_Precache() {SELFPARAM(); string m = (get_monsterinfo(self.monsterid)).m_model.model_str(); float globhandle, n, i; string f; globhandle = search_begin(strcat(m, "_*.sounds"), true, false); if (globhandle < 0) return; n = search_getsize(globhandle); for (i = 0; i < n; ++i) { //print(search_getfilename(globhandle, i), "\n"); f = search_getfilename(globhandle, i); Monster_Sound_Precache(f); } search_end(globhandle); } void Monster_Sounds_Clear() {SELFPARAM(); #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; } ALLMONSTERSOUNDS #undef _MSOUND } .string Monster_Sound_SampleField(string type) { GetMonsterSoundSampleField_notFound = 0; switch(type) { #define _MSOUND(m) case #m: return monstersound_##m; ALLMONSTERSOUNDS #undef _MSOUND } GetMonsterSoundSampleField_notFound = 1; return string_null; } bool Monster_Sounds_Load(string f, int first) {SELFPARAM(); float fh; string s; var .string field; fh = fopen(f, FILE_READ); if(fh < 0) { LOG_TRACE("Monster sound file not found: ", f, "\n"); return false; } while((s = fgets(fh))) { if(tokenize_console(s) != 3) continue; field = Monster_Sound_SampleField(argv(0)); if(GetMonsterSoundSampleField_notFound) continue; if (self.(field)) strunzone(self.(field)); self.(field) = strzone(strcat(argv(1), " ", argv(2))); } fclose(fh); return true; } .int skin_for_monstersound; void Monster_Sounds_Update() {SELFPARAM(); if(self.skin == self.skin_for_monstersound) { return; } self.skin_for_monstersound = self.skin; Monster_Sounds_Clear(); if(!Monster_Sounds_Load(get_monster_model_datafilename(self.model, self.skin, "sounds"), 0)) Monster_Sounds_Load(get_monster_model_datafilename(self.model, 0, "sounds"), 0); } void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan) {SELFPARAM(); if(!autocvar_g_monsters_sounds) { return; } if(delaytoo) if(time < self.msound_delay) return; // too early GlobalSound(self.(samplefield), chan, VOICETYPE_PLAYERSOUND); self.msound_delay = time + sound_delay; } // ======================= // Monster attack handlers // ======================= float Monster_Attack_Melee(entity targ, float damg, vector anim, float er, float animtime, int deathtype, float dostop) {SELFPARAM(); if(dostop && (self.flags & FL_MONSTER)) { self.state = MONSTER_ATTACK_MELEE; } setanim(self, anim, false, true, false); if(self.animstate_endtime > time && (self.flags & FL_MONSTER)) self.attack_finished_single = self.anim_finished = self.animstate_endtime; else self.attack_finished_single = self.anim_finished = time + animtime; monster_makevectors(targ); traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self); if(trace_ent.takedamage) Damage(trace_ent, self, self, damg * MONSTER_SKILLMOD(self), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin)); return true; } float Monster_Attack_Leap_Check(vector vel) {SELFPARAM(); if(self.state && (self.flags & FL_MONSTER)) return false; // already attacking if(!(self.flags & FL_ONGROUND)) return false; // not on the ground if(self.health <= 0) return false; // called when dead? if(time < self.attack_finished_single) return false; // still attacking vector old = self.velocity; self.velocity = vel; tracetoss(self, self); self.velocity = old; if (trace_ent != self.enemy) return false; return true; } bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtime) {SELFPARAM(); if(!Monster_Attack_Leap_Check(vel)) return false; setanim(self, anm, false, true, false); if(self.animstate_endtime > time && (self.flags & FL_MONSTER)) self.attack_finished_single = self.anim_finished = self.animstate_endtime; else self.attack_finished_single = self.anim_finished = time + animtime; if(self.flags & FL_MONSTER) self.state = MONSTER_ATTACK_RANGED; self.touch = touchfunc; self.origin_z += 1; self.velocity = vel; self.flags &= ~FL_ONGROUND; return true; } void Monster_Attack_Check(entity e, entity targ) { if((e == world || targ == world) || (!e.monster_attackfunc) || (time < e.attack_finished_single) ) { return; } float targ_vlen = vlen(targ.origin - e.origin); if(targ_vlen <= e.attack_range) { float attack_success = e.monster_attackfunc(MONSTER_ATTACK_MELEE, targ); if(attack_success == 1) Monster_Sound(monstersound_melee, 0, false, CH_VOICE); else if(attack_success > 0) return; } if(targ_vlen > e.attack_range) { float attack_success = e.monster_attackfunc(MONSTER_ATTACK_RANGED, targ); if(attack_success == 1) Monster_Sound(monstersound_melee, 0, false, CH_VOICE); else if(attack_success > 0) return; } } // ====================== // Main monster functions // ====================== void Monster_UpdateModel() {SELFPARAM(); // assume some defaults /*self.anim_idle = animfixfps(self, '0 1 0.01', '0 0 0'); self.anim_walk = animfixfps(self, '1 1 0.01', '0 0 0'); self.anim_run = animfixfps(self, '2 1 0.01', '0 0 0'); self.anim_fire1 = animfixfps(self, '3 1 0.01', '0 0 0'); self.anim_fire2 = animfixfps(self, '4 1 0.01', '0 0 0'); self.anim_melee = animfixfps(self, '5 1 0.01', '0 0 0'); self.anim_pain1 = animfixfps(self, '6 1 0.01', '0 0 0'); self.anim_pain2 = animfixfps(self, '7 1 0.01', '0 0 0'); self.anim_die1 = animfixfps(self, '8 1 0.01', '0 0 0'); self.anim_die2 = animfixfps(self, '9 1 0.01', '0 0 0');*/ // then get the real values Monster mon = get_monsterinfo(self.monsterid); mon.mr_anim(mon); } void Monster_Touch() {SELFPARAM(); if(other == world) { return; } if(other.monster_attack) if(self.enemy != other) if(!IS_MONSTER(other)) if(Monster_ValidTarget(self, other)) self.enemy = other; } void Monster_Miniboss_Check() {SELFPARAM(); if(MUTATOR_CALLHOOK(MonsterCheckBossFlag)) return; float chance = random() * 100; // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance)) { self.health += autocvar_g_monsters_miniboss_healthboost; self.effects |= EF_RED; if(!self.weapon) self.weapon = WEP_VORTEX.m_id; } } bool Monster_Respawn_Check() {SELFPARAM(); if(self.deadflag == DEAD_DEAD) // don't call when monster isn't dead if(MUTATOR_CALLHOOK(MonsterRespawn, self)) return true; // enabled by a mutator if(self.spawnflags & MONSTERFLAG_NORESPAWN) return false; if(!autocvar_g_monsters_respawn) return false; return true; } void Monster_Respawn() { SELFPARAM(); Monster_Spawn(self.monsterid); } void Monster_Dead_Fade() {SELFPARAM(); if(Monster_Respawn_Check()) { self.spawnflags |= MONSTERFLAG_RESPAWNED; self.think = Monster_Respawn; self.nextthink = time + self.respawntime; self.monster_lifetime = 0; self.deadflag = DEAD_RESPAWNING; if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT) { self.pos1 = self.origin; self.pos2 = self.angles; } self.event_damage = func_null; self.takedamage = DAMAGE_NO; setorigin(self, self.pos1); self.angles = self.pos2; self.health = self.max_health; setmodel(self, MDL_Null); } else { // number of monsters spawned with mobspawn command totalspawned -= 1; SUB_SetFade(self, time + 3, 1); } } void Monster_Use() {SELFPARAM(); if(Monster_ValidTarget(self, activator)) { self.enemy = activator; } } vector Monster_Move_Target(entity targ) {SELFPARAM(); // enemy is always preferred target if(self.enemy) { vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5); targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us) WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self); if((self.enemy == world) || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1) || (self.enemy.frozen) || (self.enemy.flags & FL_NOTARGET) || (self.enemy.alpha < 0.5 && self.enemy.alpha != 0) || (self.enemy.takedamage == DAMAGE_NO) || (vlen(self.origin - targ_origin) > self.target_range) || ((trace_fraction < 1) && (trace_ent != self.enemy))) //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit? { self.enemy = world; self.pass_distance = 0; } if(self.enemy) { /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), self.origin, targ_origin); print("Trace origin: ", vtos(targ_origin), "\n"); print("Target origin: ", vtos(self.enemy.origin), "\n"); print("My origin: ", vtos(self.origin), "\n"); */ self.monster_movestate = MONSTER_MOVE_ENEMY; self.last_trace = time + 1.2; if(self.monster_moveto) return self.monster_moveto; // assumes code is properly setting this when monster has an enemy else return targ_origin; } /*makevectors(self.angles); self.monster_movestate = MONSTER_MOVE_ENEMY; self.last_trace = time + 1.2; return self.enemy.origin; */ } switch(self.monster_moveflags) { case MONSTER_MOVE_FOLLOW: { self.monster_movestate = MONSTER_MOVE_FOLLOW; self.last_trace = time + 0.3; return (self.monster_follow) ? self.monster_follow.origin : self.origin; } case MONSTER_MOVE_SPAWNLOC: { self.monster_movestate = MONSTER_MOVE_SPAWNLOC; self.last_trace = time + 2; return self.pos1; } case MONSTER_MOVE_NOMOVE: { if(self.monster_moveto) { self.last_trace = time + 0.5; return self.monster_moveto; } else { self.monster_movestate = MONSTER_MOVE_NOMOVE; self.last_trace = time + 2; } return self.origin; } default: case MONSTER_MOVE_WANDER: { vector pos; self.monster_movestate = MONSTER_MOVE_WANDER; if(self.monster_moveto) { self.last_trace = time + 0.5; pos = self.monster_moveto; } else if(targ) { self.last_trace = time + 0.5; pos = targ.origin; } else { self.last_trace = time + self.wander_delay; self.angles_y = rint(random() * 500); makevectors(self.angles); pos = self.origin + v_forward * self.wander_distance; if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)) { pos.z = random() * 200; if(random() >= 0.5) pos.z *= -1; } } return pos; } } } void Monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed) {SELFPARAM(); 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 float initial_height = 0; //min(50, (targ_distance * tanh(20))); float current_height = (initial_height * min(1, (self.pass_distance) ? (current_distance / self.pass_distance) : current_distance)); //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n"); vector targpos; if(current_height) // make sure we can actually do this arcing path { targpos = (to + ('0 0 1' * current_height)); WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon); if(trace_fraction < 1) { //print("normal arc line failed, trying to find new pos..."); WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon); targpos = (trace_endpos + '0 0 -10'); WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon); if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ } /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */ } } else { targpos = to; } //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y)); vector desired_direction = normalize(targpos - from); if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); } else { mon.velocity = (desired_direction * movespeed); } //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95); //mon.angles = vectoangles(mon.velocity); } void Monster_Move(float runspeed, float walkspeed, float stpspeed) {SELFPARAM(); if(self.target2) { self.goalentity = find(world, targetname, self.target2); } entity targ; if(self.frozen == 2) { self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1); self.health = max(1, self.revive_progress * self.max_health); self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1); if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health); movelib_beak_simple(stpspeed); setanim(self, self.anim_idle, true, false, false); self.enemy = world; self.nextthink = time + self.ticrate; if(self.revive_progress >= 1) Unfreeze(self); return; } else if(self.frozen == 3) { self.revive_progress = bound(0, self.revive_progress - self.ticrate * self.revive_speed, 1); self.health = max(0, autocvar_g_nades_ice_health + (self.max_health-autocvar_g_nades_ice_health) * self.revive_progress ); if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE) && self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health); movelib_beak_simple(stpspeed); setanim(self, self.anim_idle, true, false, false); self.enemy = world; self.nextthink = time + self.ticrate; if(self.health < 1) { Unfreeze(self); self.health = 0; if(self.event_damage) self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0'); } else if ( self.revive_progress <= 0 ) Unfreeze(self); return; } if(self.flags & FL_SWIM) { if(self.waterlevel < WATERLEVEL_WETFEET) { if(time >= self.last_trace) { self.last_trace = time + 0.4; Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0'); self.angles = '90 90 0'; if(random() < 0.5) { self.velocity_y += random() * 50; self.velocity_x -= random() * 50; } else { self.velocity_y -= random() * 50; self.velocity_x += random() * 50; } self.velocity_z += random() * 150; } self.movetype = MOVETYPE_BOUNCE; //self.velocity_z = -200; return; } else if(self.movetype == MOVETYPE_BOUNCE) { self.angles_x = 0; self.movetype = MOVETYPE_WALK; } } targ = self.goalentity; if (MUTATOR_CALLHOOK(MonsterMove, runspeed, walkspeed, targ) || gameover || self.draggedby != world || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time) { runspeed = walkspeed = 0; if(time >= self.spawn_time) setanim(self, self.anim_idle, true, false, false); movelib_beak_simple(stpspeed); return; } targ = monster_target; runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(self), runspeed * 2.5); // limit maxspeed to prevent craziness walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(self), walkspeed * 2.5); // limit maxspeed to prevent craziness if(time < self.spider_slowness) { runspeed *= 0.5; walkspeed *= 0.5; } if(teamplay) if(autocvar_g_monsters_teams) if(DIFF_TEAM(self.monster_follow, self)) self.monster_follow = world; if(time >= self.last_enemycheck) { if(!self.enemy) { self.enemy = Monster_FindTarget(self); if(self.enemy) { WarpZone_RefSys_Copy(self.enemy, self); WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax))); self.monster_moveto = '0 0 0'; self.monster_face = '0 0 0'; self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' * self.origin_x) + ('0 1 0' * self.origin_y))); Monster_Sound(monstersound_sight, 0, false, CH_VOICE); } } self.last_enemycheck = time + 1; // check for enemies every second } if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND)) { self.state = 0; self.touch = Monster_Touch; } if(self.state && time >= self.attack_finished_single) self.state = 0; // attack is over if(self.state != MONSTER_ATTACK_MELEE) // don't move if set if(time >= self.last_trace || self.enemy) // update enemy or rider instantly self.moveto = Monster_Move_Target(targ); if(!self.enemy) Monster_Sound(monstersound_idle, 7, true, CH_VOICE); if(self.state == MONSTER_ATTACK_MELEE) self.moveto = self.origin; if(self.enemy && self.enemy.vehicle) runspeed = 0; if(!(self.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(self.flags & FL_SWIM)) self.moveto_z = self.origin_z; if(vlen(self.origin - self.moveto) > 100) { float do_run = (self.enemy || self.monster_moveto); if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM))) Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed)); if(time > self.pain_finished) // TODO: use anim_finished instead! if(!self.state) if(time > self.anim_finished) if(vlen(self.velocity) > 10) setanim(self, ((do_run) ? self.anim_run : self.anim_walk), true, false, false); else setanim(self, self.anim_idle, true, false, false); } else { entity e = find(world, targetname, self.target2); if(e.target2) self.target2 = e.target2; else if(e.target) self.target2 = e.target; movelib_beak_simple(stpspeed); if(time > self.anim_finished) if(time > self.pain_finished) if(!self.state) if(vlen(self.velocity) <= 30) setanim(self, self.anim_idle, true, false, false); } self.steerto = steerlib_attract2(((self.monster_face) ? self.monster_face : self.moveto), 0.5, 500, 0.95); vector real_angle = vectoangles(self.steerto) - self.angles; float turny = 25; if(self.state == MONSTER_ATTACK_MELEE) turny = 0; if(turny) { turny = bound(turny * -1, shortangle_f(real_angle.y, self.angles.y), turny); self.angles_y += turny; } Monster_Attack_Check(self, self.enemy); } void Monster_Remove(entity mon) { if(!mon) { return; } if(!MUTATOR_CALLHOOK(MonsterRemove, mon)) Send_Effect(EFFECT_ITEM_PICKUP, mon.origin, '0 0 0', 1); if(mon.weaponentity) { remove(mon.weaponentity); } if(mon.iceblock) { remove(mon.iceblock); } WaypointSprite_Kill(mon.sprite); remove(mon); } void Monster_Dead_Think() {SELFPARAM(); self.nextthink = time + self.ticrate; if(self.monster_lifetime != 0) if(time >= self.monster_lifetime) { Monster_Dead_Fade(); return; } } void Monster_Appear() {SELFPARAM(); self.enemy = activator; self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop Monster_Spawn(self.monsterid); } float Monster_Appear_Check(entity ent, float monster_id) { if(!(ent.spawnflags & MONSTERFLAG_APPEAR)) return false; ent.think = func_null; ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) ent.nextthink = 0; ent.use = Monster_Appear; ent.flags = FL_MONSTER; // set so this monster can get butchered return true; } void Monster_Reset() {SELFPARAM(); setorigin(self, self.pos1); self.angles = self.pos2; Unfreeze(self); // remove any icy remains self.health = self.max_health; self.velocity = '0 0 0'; self.enemy = world; self.goalentity = world; self.attack_finished_single = 0; self.moveto = self.origin; } void Monster_Dead_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); self.health -= damage; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); if(self.health <= -100) // 100 health until gone? { Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); // number of monsters spawned with mobspawn command totalspawned -= 1; self.think = SUB_Remove; self.nextthink = time + 0.1; self.event_damage = func_null; } } void Monster_Dead(entity attacker, float gibbed) {SELFPARAM(); self.think = Monster_Dead_Think; self.nextthink = time; self.monster_lifetime = time + 5; if(self.frozen) { Unfreeze(self); // remove any icy remains self.health = 0; // reset by Unfreeze } monster_dropitem(); Monster_Sound(monstersound_death, 0, false, CH_VOICE); if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED)) monsters_killed += 1; if(IS_PLAYER(attacker)) if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED))) PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill); if(gibbed) { // number of monsters spawned with mobspawn command totalspawned -= 1; } self.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage); self.solid = SOLID_CORPSE; self.takedamage = DAMAGE_AIM; self.deadflag = DEAD_DEAD; self.enemy = world; self.movetype = MOVETYPE_TOSS; self.moveto = self.origin; self.touch = Monster_Touch; // reset incase monster was pouncing self.reset = func_null; self.state = 0; self.attack_finished_single = 0; self.effects = 0; if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM))) self.velocity = '0 0 0'; CSQCModel_UnlinkEntity(self); Monster mon = get_monsterinfo(self.monsterid); mon.mr_death(mon); if(self.candrop && self.weapon) W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325'); } void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL && !ITEM_DAMAGE_NEEDKILL(deathtype)) return; if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE) return; //if(time < self.pain_finished && deathtype != DEATH_KILL) //return; if(time < self.spawnshieldtime && deathtype != DEATH_KILL) return; if(deathtype == DEATH_FALL && self.draggedby != world) return; vector v; float take, save; v = healtharmor_applydamage(100, self.armorvalue / 100, deathtype, damage); take = v_x; save = v_y; damage_take = take; frag_attacker = attacker; frag_deathtype = deathtype; Monster mon = get_monsterinfo(self.monsterid); mon.mr_pain(mon); take = damage_take; if(take) { self.health -= take; Monster_Sound(monstersound_pain, 1.2, true, CH_PAIN); } if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health); self.dmg_time = time; if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN) spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER self.velocity += force * self.damageforcescale; if(deathtype != DEATH_DROWN && take) { Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker); if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); } if(self.health <= 0) { if(deathtype == DEATH_KILL) self.candrop = false; // killed by mobkill command // TODO: fix this? activator = attacker; other = self.enemy; SUB_UseTargets(); self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL)); WaypointSprite_Kill(self.sprite); frag_target = self; MUTATOR_CALLHOOK(MonsterDies, attacker); if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed { Violence_GibSplash(self, 1, 0.5, attacker); self.think = SUB_Remove; self.nextthink = time + 0.1; } } } // don't check for enemies, just keep walking in a straight line void Monster_Move_2D(float mspeed, float allow_jumpoff) {SELFPARAM(); if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || self.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time) { mspeed = 0; if(time >= self.spawn_time) setanim(self, self.anim_idle, true, false, false); movelib_beak_simple(0.6); return; } float reverse = FALSE; vector a, b; makevectors(self.angles); a = self.origin + '0 0 16'; b = self.origin + '0 0 16' + v_forward * 32; traceline(a, b, MOVE_NORMAL, self); if(trace_fraction != 1.0) { reverse = TRUE; if(trace_ent) if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH)) reverse = FALSE; } // TODO: fix this... tracing is broken if the floor is thin /* if(!allow_jumpoff) { a = b - '0 0 32'; traceline(b, a, MOVE_WORLDONLY, self); if(trace_fraction == 1.0) reverse = TRUE; } */ if(reverse) { self.angles_y = anglemods(self.angles_y - 180); makevectors(self.angles); } movelib_move_simple_gravity(v_forward, mspeed, 1); if(time > self.pain_finished) if(time > self.attack_finished_single) if(vlen(self.velocity) > 10) setanim(self, self.anim_walk, true, false, false); else setanim(self, self.anim_idle, true, false, false); } void Monster_Anim() {SELFPARAM(); int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if(self.deadflag) { if (!deadbits) { // Decide on which death animation to use. if(random() < 0.5) deadbits = ANIMSTATE_DEAD1; else deadbits = ANIMSTATE_DEAD2; } } else { // Clear a previous death animation. deadbits = 0; } int animbits = deadbits; if(self.frozen) animbits |= ANIMSTATE_FROZEN; if(self.crouch) animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently... animdecide_setstate(self, animbits, false); animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); /* // weapon entities for monsters? if (self.weaponentity) { updateanim(self.weaponentity); if (!self.weaponentity.animstate_override) setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false); } */ } void Monster_Think() {SELFPARAM(); self.think = Monster_Think; self.nextthink = self.ticrate; if(self.monster_lifetime) if(time >= self.monster_lifetime) { Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin); return; } Monster mon = get_monsterinfo(self.monsterid); if(mon.mr_think(mon)) Monster_Move(self.speed2, self.speed, self.stopspeed); Monster_Anim(); CSQCMODEL_AUTOUPDATE(self); } float Monster_Spawn_Setup() {SELFPARAM(); Monster mon = get_monsterinfo(self.monsterid); mon.mr_setup(mon); // ensure some basic needs are met if(!self.health) { self.health = 100; } if(!self.armorvalue) { self.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(self), 0.9); } if(!self.target_range) { self.target_range = autocvar_g_monsters_target_range; } if(!self.respawntime) { self.respawntime = autocvar_g_monsters_respawn_delay; } if(!self.monster_moveflags) { self.monster_moveflags = MONSTER_MOVE_WANDER; } if(!self.attack_range) { self.attack_range = autocvar_g_monsters_attack_range; } if(!self.damageforcescale) { self.damageforcescale = autocvar_g_monsters_damageforcescale; } if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) { Monster_Miniboss_Check(); self.health *= MONSTER_SKILLMOD(self); if(!self.skin) self.skin = rint(random() * 4); } self.max_health = self.health; self.pain_finished = self.nextthink; if(IS_PLAYER(self.monster_follow)) self.effects |= EF_DIMLIGHT; if(!self.wander_delay) { self.wander_delay = 2; } if(!self.wander_distance) { self.wander_distance = 600; } Monster_Sounds_Precache(); Monster_Sounds_Update(); if(teamplay) self.monster_attack = true; // we can have monster enemies in team games Monster_Sound(monstersound_spawn, 0, false, CH_VOICE); if(autocvar_g_monsters_healthbars) { entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, self, '0 0 1' * (self.maxs.z + 15), world, self.team, self, sprite, true, RADARICON_DANGER); wp.wp_extra = self.monsterid; wp.colormod = ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'); if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE)) { WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health); WaypointSprite_UpdateHealth(self.sprite, self.health); } } self.think = Monster_Think; self.nextthink = time + self.ticrate; if(MUTATOR_CALLHOOK(MonsterSpawn)) return false; return true; } bool Monster_Spawn(int mon_id) {SELFPARAM(); // setup the basic required properties for a monster entity mon = get_monsterinfo(mon_id); if(!mon.monsterid) { return false; } // invalid monster if(!autocvar_g_monsters) { Monster_Remove(self); return false; } if(Monster_Appear_Check(self, mon_id)) { return true; } // return true so the monster isn't removed if(!self.monster_skill) self.monster_skill = cvar("g_monsters_skill"); // support for quake style removing monsters based on skill if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(self); return false; } if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(self); return false; } if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(self); return false; } if(self.team && !teamplay) self.team = 0; if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either monsters_total += 1; setmodel(self, mon.m_model); self.flags = FL_MONSTER; self.classname = "monster"; self.takedamage = DAMAGE_AIM; self.bot_attack = true; self.iscreature = true; self.teleportable = true; self.damagedbycontents = true; self.monsterid = mon_id; self.event_damage = Monster_Damage; self.touch = Monster_Touch; self.use = Monster_Use; self.solid = SOLID_BBOX; self.movetype = MOVETYPE_WALK; self.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime; self.enemy = world; self.velocity = '0 0 0'; self.moveto = self.origin; self.pos1 = self.origin; self.pos2 = self.angles; self.reset = Monster_Reset; self.netname = mon.netname; self.monster_attackfunc = mon.monster_attackfunc; self.monster_name = mon.monster_name; self.candrop = true; self.view_ofs = '0 0 0.7' * (self.maxs_z * 0.5); self.oldtarget2 = self.target2; self.pass_distance = 0; self.deadflag = DEAD_NO; self.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); self.spawn_time = time; self.spider_slowness = 0; self.gravity = 1; self.monster_moveto = '0 0 0'; self.monster_face = '0 0 0'; self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; if(!self.scale) { self.scale = 1; } if(autocvar_g_monsters_edit) { self.grab = 1; } if(autocvar_g_fullbrightplayers) { self.effects |= EF_FULLBRIGHT; } if(autocvar_g_nodepthtestplayers) { self.effects |= EF_NODEPTHTEST; } if(mon.spawnflags & MONSTER_TYPE_SWIM) { self.flags |= FL_SWIM; } if(mon.spawnflags & MONSTER_TYPE_FLY) { self.flags |= FL_FLY; self.movetype = MOVETYPE_FLY; } if(mon.spawnflags & MONSTER_SIZE_BROKEN) if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) self.scale *= 1.3; setsize(self, mon.mins * self.scale, mon.maxs * self.scale); self.ticrate = bound(sys_frametime, ((!self.ticrate) ? autocvar_g_monsters_think_delay : self.ticrate), 60); Monster_UpdateModel(); if(!Monster_Spawn_Setup()) { Monster_Remove(self); return false; } if(!self.noalign) { setorigin(self, self.origin + '0 0 20'); tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self); setorigin(self, trace_endpos); } if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) monster_setupcolors(self); CSQCMODEL_AUTOINIT(self); return true; }