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 this.stat_monsters_total = monsters_total;
29 this.stat_monsters_killed = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
38 entity e = new(droppedweapon); // use weapon handling to remove it on touch
39 e.spawnfunc_checked = true;
41 e.monster_loot = this.monster_loot;
43 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44 e = M_ARGV(1, entity);
46 if(e && e.monster_loot)
51 set_movetype(e, MOVETYPE_TOSS);
54 e.velocity = randomvec() * 175 + '0 0 325';
55 e.item_spawnshieldtime = time + 0.7;
56 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
60 void monster_makevectors(entity this, entity targ)
64 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66 this.v_angle_x = -this.v_angle_x;
69 makevectors(this.v_angle);
76 bool Monster_ValidTarget(entity this, entity targ)
78 // ensure we're not checking nonexistent monster/target
79 if(!this || !targ) { return false; }
82 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84 || (time < game_starttime) // monsters do nothing before match has started
85 || (targ.takedamage == DAMAGE_NO)
86 || (targ.items & IT_INVISIBILITY)
87 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89 || (this.monster_follow == targ || targ.monster_follow == this)
90 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92 || (SAME_TEAM(targ, this))
93 || (STAT(FROZEN, targ))
94 || (targ.alpha != 0 && targ.alpha < 0.5)
95 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
98 // if any of the above checks fail, target is not valid
102 traceline(this.origin + this.view_ofs, targ.origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1)
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 FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
129 if(Monster_ValidTarget(this, it))
131 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132 vector targ_center = CENTER_OR_VIEWOFS(it);
136 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138 { closest_target = it; }
140 else { closest_target = it; }
144 return closest_target;
147 void monster_setupcolors(entity this)
149 if(IS_PLAYER(this.realowner))
150 this.colormap = this.realowner.colormap;
151 else if(teamplay && this.team)
152 this.colormap = 1024 + (this.team - 1) * 17;
155 if(this.monster_skill <= MONSTER_SKILL_EASY)
156 this.colormap = 1029;
157 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158 this.colormap = 1027;
159 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160 this.colormap = 1038;
161 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162 this.colormap = 1028;
163 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164 this.colormap = 1032;
166 this.colormap = 1024;
169 if(this.colormap > 0)
170 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
172 this.glowmod = '1 1 1';
175 void monster_changeteam(entity this, int newteam)
177 if(!teamplay) { return; }
180 this.monster_attack = true; // new team, activate attacking
181 monster_setupcolors(this);
185 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
187 this.sprite.team = newteam;
188 this.sprite.SendFlags |= 1;
192 .void(entity) monster_delayedfunc;
193 void Monster_Delay_Action(entity this)
195 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
200 setthink(this, Monster_Delay_Action);
201 this.nextthink = time + this.count;
205 setthink(this, SUB_Remove);
206 this.nextthink = time;
210 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
212 // deferred attacking, checks if monster is still alive and target is still valid before attacking
215 setthink(e, Monster_Delay_Action);
216 e.nextthink = time + defer_amnt;
217 e.count = defer_amnt;
219 e.monster_delayedfunc = func;
220 e.cnt = repeat_count;
228 string get_monster_model_datafilename(string m, float sk, string fil)
233 m = "models/monsters/*_";
235 m = strcat(m, ftos(sk));
238 return strcat(m, ".", fil);
241 void Monster_Sound_Precache(string f)
245 fh = fopen(f, FILE_READ);
248 while((s = fgets(fh)))
250 if(tokenize_console(s) != 3)
252 LOG_TRACE("Invalid sound info line: ", s);
255 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
260 void Monster_Sounds_Precache(entity this)
262 string m = (Monsters_from(this.monsterid)).m_model.model_str();
263 float globhandle, n, i;
266 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
269 n = search_getsize(globhandle);
270 for (i = 0; i < n; ++i)
272 //print(search_getfilename(globhandle, i), "\n");
273 f = search_getfilename(globhandle, i);
274 Monster_Sound_Precache(f);
276 search_end(globhandle);
279 void Monster_Sounds_Clear(entity this)
281 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
286 .string Monster_Sound_SampleField(string type)
288 GetMonsterSoundSampleField_notFound = 0;
291 #define _MSOUND(m) case #m: return monstersound_##m;
295 GetMonsterSoundSampleField_notFound = 1;
299 bool Monster_Sounds_Load(entity this, string f, int first)
303 float fh = fopen(f, FILE_READ);
306 LOG_TRACE("Monster sound file not found: ", f);
309 while((s = fgets(fh)))
311 if(tokenize_console(s) != 3)
313 field = Monster_Sound_SampleField(argv(0));
314 if(GetMonsterSoundSampleField_notFound)
317 strunzone(this.(field));
318 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
324 .int skin_for_monstersound;
325 void Monster_Sounds_Update(entity this)
327 if(this.skin == this.skin_for_monstersound) { return; }
329 this.skin_for_monstersound = this.skin;
330 Monster_Sounds_Clear(this);
331 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
332 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
335 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
337 if(!autocvar_g_monsters_sounds) { return; }
340 if(time < this.msound_delay)
342 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
344 this.msound_delay = time + sound_delay;
348 // =======================
349 // Monster attack handlers
350 // =======================
352 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
354 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
356 setanim(this, anim, false, true, false);
358 if(this.animstate_endtime > time && IS_MONSTER(this))
359 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
361 this.attack_finished_single[0] = this.anim_finished = time + animtime;
363 monster_makevectors(this, targ);
365 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
367 if(trace_ent.takedamage)
368 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
373 bool Monster_Attack_Leap_Check(entity this, vector vel)
375 if(this.state && IS_MONSTER(this))
376 return false; // already attacking
377 if(!IS_ONGROUND(this))
378 return false; // not on the ground
379 if(this.health <= 0 || IS_DEAD(this))
380 return false; // called when dead?
381 if(time < this.attack_finished_single[0])
382 return false; // still attacking
384 vector old = this.velocity;
387 tracetoss(this, this);
389 if(trace_ent != this.enemy)
395 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
397 if(!Monster_Attack_Leap_Check(this, vel))
400 setanim(this, anm, false, true, false);
402 if(this.animstate_endtime > time && IS_MONSTER(this))
403 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
405 this.attack_finished_single[0] = this.anim_finished = time + animtime;
408 this.state = MONSTER_ATTACK_RANGED;
409 settouch(this, touchfunc);
412 UNSET_ONGROUND(this);
417 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
419 int slot = weaponslot(weaponentity);
422 || (!this.monster_attackfunc)
423 || (time < this.attack_finished_single[slot])
426 if(vdist(targ.origin - this.origin, <=, this.attack_range))
428 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
429 if(attack_success == 1)
430 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
431 else if(attack_success > 0)
435 if(vdist(targ.origin - this.origin, >, this.attack_range))
437 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
438 if(attack_success == 1)
439 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
440 else if(attack_success > 0)
446 // ======================
447 // Main monster functions
448 // ======================
450 void Monster_UpdateModel(entity this)
452 // assume some defaults
453 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
454 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
455 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
456 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
457 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
458 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
459 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
460 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
461 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
462 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
464 // then get the real values
465 Monster mon = Monsters_from(this.monsterid);
466 mon.mr_anim(mon, this);
469 void Monster_Touch(entity this, entity toucher)
471 if(toucher == NULL) { return; }
473 if(toucher.monster_attack)
474 if(this.enemy != toucher)
475 if(!IS_MONSTER(toucher))
476 if(Monster_ValidTarget(this, toucher))
477 this.enemy = toucher;
480 void Monster_Miniboss_Check(entity this)
482 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
485 float chance = random() * 100;
487 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
488 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
490 this.health += autocvar_g_monsters_miniboss_healthboost;
491 this.effects |= EF_RED;
493 this.weapon = WEP_VORTEX.m_id;
497 bool Monster_Respawn_Check(entity this)
499 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
500 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
501 return true; // enabled by a mutator
503 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
506 if(!autocvar_g_monsters_respawn)
512 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
516 void Monster_Dead_Fade(entity this)
518 if(Monster_Respawn_Check(this))
520 this.spawnflags |= MONSTERFLAG_RESPAWNED;
521 setthink(this, Monster_Respawn);
522 this.nextthink = time + this.respawntime;
523 this.monster_lifetime = 0;
524 this.deadflag = DEAD_RESPAWNING;
525 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
527 this.pos1 = this.origin;
528 this.pos2 = this.angles;
530 this.event_damage = func_null;
531 this.takedamage = DAMAGE_NO;
532 setorigin(this, this.pos1);
533 this.angles = this.pos2;
534 this.health = this.max_health;
535 setmodel(this, MDL_Null);
539 // number of monsters spawned with mobspawn command
542 SUB_SetFade(this, time + 3, 1);
546 void Monster_Use(entity this, entity actor, entity trigger)
548 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
551 .float pass_distance;
552 vector Monster_Move_Target(entity this, entity targ)
554 // enemy is always preferred target
557 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
558 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
559 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
561 // cases where the enemy may have changed their state (don't need to check everything here)
563 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
564 || (STAT(FROZEN, this.enemy))
565 || (this.enemy.flags & FL_NOTARGET)
566 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
567 || (this.enemy.takedamage == DAMAGE_NO)
568 || (vdist(this.origin - targ_origin, >, this.target_range))
569 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
572 this.pass_distance = 0;
577 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
578 print("Trace origin: ", vtos(targ_origin), "\n");
579 print("Target origin: ", vtos(this.enemy.origin), "\n");
580 print("My origin: ", vtos(this.origin), "\n"); */
582 this.monster_movestate = MONSTER_MOVE_ENEMY;
583 this.last_trace = time + 1.2;
584 if(this.monster_moveto)
585 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
590 /*makevectors(this.angles);
591 this.monster_movestate = MONSTER_MOVE_ENEMY;
592 this.last_trace = time + 1.2;
593 return this.enemy.origin; */
596 switch(this.monster_moveflags)
598 case MONSTER_MOVE_FOLLOW:
600 this.monster_movestate = MONSTER_MOVE_FOLLOW;
601 this.last_trace = time + 0.3;
602 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
604 case MONSTER_MOVE_SPAWNLOC:
606 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
607 this.last_trace = time + 2;
610 case MONSTER_MOVE_NOMOVE:
612 if(this.monster_moveto)
614 this.last_trace = time + 0.5;
615 return this.monster_moveto;
619 this.monster_movestate = MONSTER_MOVE_NOMOVE;
620 this.last_trace = time + 2;
625 case MONSTER_MOVE_WANDER:
628 this.monster_movestate = MONSTER_MOVE_WANDER;
630 if(this.monster_moveto)
632 this.last_trace = time + 0.5;
633 pos = this.monster_moveto;
637 this.last_trace = time + 0.5;
642 this.last_trace = time + this.wander_delay;
644 this.angles_y = rint(random() * 500);
645 makevectors(this.angles);
646 pos = this.origin + v_forward * this.wander_distance;
648 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
650 pos.z = random() * 200;
661 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
663 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
664 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
665 float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
666 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
669 if(current_height) // make sure we can actually do this arcing path
671 targpos = (to + ('0 0 1' * current_height));
672 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
673 if(trace_fraction < 1)
675 //print("normal arc line failed, trying to find new pos...");
676 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
677 targpos = (trace_endpos + '0 0 -10');
678 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
679 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
680 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
683 else { targpos = to; }
685 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
687 vector desired_direction = normalize(targpos - from);
688 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
689 else { this.velocity = (desired_direction * movespeed); }
691 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
692 //this.angles = vectoangles(this.velocity);
698 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
700 // update goal entity if lost
701 if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
703 if(STAT(FROZEN, this) == 2)
705 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
706 this.health = max(1, this.revive_progress * this.max_health);
707 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
709 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
710 WaypointSprite_UpdateHealth(this.sprite, this.health);
712 movelib_brake_simple(this, stpspeed);
713 setanim(this, this.anim_idle, true, false, false);
716 this.nextthink = time + this.ticrate;
718 if(this.revive_progress >= 1)
723 else if(STAT(FROZEN, this) == 3)
725 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
726 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
728 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
729 WaypointSprite_UpdateHealth(this.sprite, this.health);
731 movelib_brake_simple(this, stpspeed);
732 setanim(this, this.anim_idle, true, false, false);
735 this.nextthink = time + this.ticrate;
741 if(this.event_damage)
742 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
745 else if ( this.revive_progress <= 0 )
751 if(this.flags & FL_SWIM)
753 if(this.waterlevel < WATERLEVEL_WETFEET)
755 if(time >= this.last_trace)
757 this.last_trace = time + 0.4;
759 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
760 this.angles = '90 90 0';
763 this.velocity_y += random() * 50;
764 this.velocity_x -= random() * 50;
768 this.velocity_y -= random() * 50;
769 this.velocity_x += random() * 50;
771 this.velocity_z += random() * 150;
775 set_movetype(this, MOVETYPE_BOUNCE);
776 //this.velocity_z = -200;
780 else if(this.move_movetype == MOVETYPE_BOUNCE)
783 set_movetype(this, MOVETYPE_WALK);
787 entity targ = this.goalentity;
789 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
791 || this.draggedby != NULL
792 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
793 || time < game_starttime
794 || (autocvar_g_campaign && !campaign_bots_may_start)
795 || time < this.spawn_time)
797 runspeed = walkspeed = 0;
798 if(time >= this.spawn_time)
799 setanim(this, this.anim_idle, true, false, false);
800 movelib_brake_simple(this, stpspeed);
804 targ = M_ARGV(3, entity);
805 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
806 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
808 if(teamplay && autocvar_g_monsters_teams)
809 if(DIFF_TEAM(this.monster_follow, this))
810 this.monster_follow = NULL;
812 if(time >= this.last_enemycheck)
816 this.enemy = Monster_FindTarget(this);
819 WarpZone_RefSys_Copy(this.enemy, this);
820 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
821 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
822 this.monster_moveto = '0 0 0';
823 this.monster_face = '0 0 0';
825 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)));
826 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
830 this.last_enemycheck = time + 1; // check for enemies every second
833 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
836 settouch(this, Monster_Touch);
839 if(this.state && time >= this.attack_finished_single[0])
840 this.state = 0; // attack is over
842 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
843 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
844 this.moveto = Monster_Move_Target(this, targ);
847 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
849 if(this.state == MONSTER_ATTACK_MELEE)
850 this.moveto = this.origin;
852 if(this.enemy && this.enemy.vehicle)
855 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
856 this.moveto_z = this.origin_z;
858 if(vdist(this.origin - this.moveto, >, 100))
860 bool do_run = (this.enemy || this.monster_moveto);
861 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
862 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
864 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
866 if(vdist(this.velocity, >, 10))
867 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
869 setanim(this, this.anim_idle, true, false, false);
873 entity e = this.goalentity; //find(NULL, targetname, this.target2);
875 this.target2 = e.target2;
876 else if(e.target) // compatibility
877 this.target2 = e.target;
879 movelib_brake_simple(this, stpspeed);
880 if(time > this.anim_finished && time > this.pain_finished)
882 if(vdist(this.velocity, <=, 30))
883 setanim(this, this.anim_idle, true, false, false);
886 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
888 vector real_angle = vectoangles(this.steerto) - this.angles;
890 if(this.state == MONSTER_ATTACK_MELEE)
894 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
895 this.angles_y += turny;
898 .entity weaponentity = weaponentities[0]; // TODO?
899 Monster_Attack_Check(this, this.enemy, weaponentity);
902 void Monster_Remove(entity this)
905 return; // don't remove it?
907 if(!this) { return; }
909 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
910 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
912 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
914 .entity weaponentity = weaponentities[slot];
915 if(this.(weaponentity))
916 delete(this.(weaponentity));
918 if(this.iceblock) { delete(this.iceblock); }
919 WaypointSprite_Kill(this.sprite);
923 void Monster_Dead_Think(entity this)
925 this.nextthink = time + this.ticrate;
927 if(this.monster_lifetime != 0)
928 if(time >= this.monster_lifetime)
930 Monster_Dead_Fade(this);
935 void Monster_Appear(entity this, entity actor, entity trigger)
938 Monster_Spawn(this, false, this.monsterid);
941 bool Monster_Appear_Check(entity this, int monster_id)
943 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
946 setthink(this, func_null);
947 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
949 this.use = Monster_Appear;
950 this.flags = FL_MONSTER; // set so this monster can get butchered
955 void Monster_Reset(entity this)
957 setorigin(this, this.pos1);
958 this.angles = this.pos2;
960 Unfreeze(this); // remove any icy remains
962 this.health = this.max_health;
963 this.velocity = '0 0 0';
965 this.goalentity = NULL;
966 this.attack_finished_single[0] = 0;
967 this.moveto = this.origin;
970 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
972 this.health -= damage;
974 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
976 if(this.health <= -50) // 100 health until gone?
978 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
980 // number of monsters spawned with mobspawn command
983 setthink(this, SUB_Remove);
984 this.nextthink = time + 0.1;
985 this.event_damage = func_null;
989 void Monster_Dead(entity this, entity attacker, float gibbed)
991 setthink(this, Monster_Dead_Think);
992 this.nextthink = time;
993 this.monster_lifetime = time + 5;
995 if(STAT(FROZEN, this))
997 Unfreeze(this); // remove any icy remains
998 this.health = 0; // reset by Unfreeze
1001 monster_dropitem(this, attacker);
1003 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1005 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1006 monsters_killed += 1;
1008 if(IS_PLAYER(attacker))
1009 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1010 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1014 // number of monsters spawned with mobspawn command
1018 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1019 this.solid = SOLID_CORPSE;
1020 this.takedamage = DAMAGE_AIM;
1021 this.deadflag = DEAD_DEAD;
1023 set_movetype(this, MOVETYPE_TOSS);
1024 this.moveto = this.origin;
1025 settouch(this, Monster_Touch); // reset incase monster was pouncing
1026 this.reset = func_null;
1028 this.attack_finished_single[0] = 0;
1031 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1032 this.velocity = '0 0 0';
1034 CSQCModel_UnlinkEntity(this);
1036 Monster mon = Monsters_from(this.monsterid);
1037 mon.mr_death(mon, this);
1039 if(this.candrop && this.weapon)
1041 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1042 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
1046 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1048 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1051 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1054 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1057 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1060 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1063 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1067 Monster mon = Monsters_from(this.monsterid);
1068 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1072 this.health -= take;
1073 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1077 WaypointSprite_UpdateHealth(this.sprite, this.health);
1079 this.dmg_time = time;
1081 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1082 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1084 this.velocity += force * this.damageforcescale;
1086 if(deathtype != DEATH_DROWN.m_id && take)
1088 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1090 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1092 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1095 if(this.health <= 0)
1097 if(deathtype == DEATH_KILL.m_id)
1098 this.candrop = false; // killed by mobkill command
1101 SUB_UseTargets(this, attacker, this.enemy);
1102 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1104 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1106 WaypointSprite_Kill(this.sprite);
1108 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1110 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1112 Violence_GibSplash(this, 1, 0.5, attacker);
1114 setthink(this, SUB_Remove);
1115 this.nextthink = time + 0.1;
1120 // don't check for enemies, just keep walking in a straight line
1121 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1123 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)
1126 if(time >= this.spawn_time)
1127 setanim(this, this.anim_idle, true, false, false);
1128 movelib_brake_simple(this, 0.6);
1132 makevectors(this.angles);
1133 vector a = CENTER_OR_VIEWOFS(this);
1134 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1136 traceline(a, b, MOVE_NORMAL, this);
1138 bool reverse = false;
1139 if(trace_fraction != 1.0)
1141 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1143 if(trace_ent && IS_MONSTER(trace_ent))
1146 // TODO: fix this... tracing is broken if the floor is thin
1151 traceline(b, a, MOVE_WORLDONLY, this);
1152 if(trace_fraction == 1.0)
1158 this.angles_y = anglemods(this.angles_y - 180);
1159 makevectors(this.angles);
1162 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1164 if(time > this.pain_finished && time > this.attack_finished_single[0])
1165 if(vdist(this.velocity, >, 10))
1166 setanim(this, this.anim_walk, true, false, false);
1168 setanim(this, this.anim_idle, true, false, false);
1171 void Monster_Anim(entity this)
1173 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1178 // Decide on which death animation to use.
1180 deadbits = ANIMSTATE_DEAD1;
1182 deadbits = ANIMSTATE_DEAD2;
1187 // Clear a previous death animation.
1190 int animbits = deadbits;
1191 if(STAT(FROZEN, this))
1192 animbits |= ANIMSTATE_FROZEN;
1194 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1195 animdecide_setstate(this, animbits, false);
1196 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1198 /* // weapon entities for monsters?
1199 if (this.weaponentity)
1201 updateanim(this.weaponentity);
1202 if (!this.weaponentity.animstate_override)
1203 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1208 void Monster_Think(entity this)
1210 setthink(this, Monster_Think);
1211 this.nextthink = time + this.ticrate;
1213 if(this.monster_lifetime && time >= this.monster_lifetime)
1215 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1219 Monster mon = Monsters_from(this.monsterid);
1220 if(mon.mr_think(mon, this))
1221 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1225 CSQCMODEL_AUTOUPDATE(this);
1228 bool Monster_Spawn_Setup(entity this)
1230 Monster mon = Monsters_from(this.monsterid);
1231 mon.mr_setup(mon, this);
1233 // ensure some basic needs are met
1234 if(!this.health) { this.health = 100; }
1235 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1236 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1237 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1238 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1239 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1240 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1242 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1244 Monster_Miniboss_Check(this);
1245 this.health *= MONSTER_SKILLMOD(this);
1248 this.skin = rint(random() * 4);
1251 this.max_health = this.health;
1252 this.pain_finished = this.nextthink;
1254 if(IS_PLAYER(this.monster_follow))
1255 this.effects |= EF_DIMLIGHT;
1257 if(!this.wander_delay) { this.wander_delay = 2; }
1258 if(!this.wander_distance) { this.wander_distance = 600; }
1260 Monster_Sounds_Precache(this);
1261 Monster_Sounds_Update(this);
1264 this.monster_attack = true; // we can have monster enemies in team games
1266 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1268 if(autocvar_g_monsters_healthbars)
1270 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1271 wp.wp_extra = this.monsterid;
1272 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1273 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1275 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1276 WaypointSprite_UpdateHealth(this.sprite, this.health);
1280 setthink(this, Monster_Think);
1281 this.nextthink = time + this.ticrate;
1283 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1289 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1291 // setup the basic required properties for a monster
1292 entity mon = Monsters_from(mon_id);
1293 if(!mon.monsterid) { return false; } // invalid monster
1295 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1297 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1298 IL_PUSH(g_monsters, this);
1300 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1302 if(!this.monster_skill)
1303 this.monster_skill = cvar("g_monsters_skill");
1305 // support for quake style removing monsters based on skill
1306 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1307 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1308 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1310 if(this.team && !teamplay)
1313 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1314 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1315 monsters_total += 1;
1317 setmodel(this, mon.m_model);
1318 this.flags = FL_MONSTER;
1319 this.classname = "monster";
1320 this.takedamage = DAMAGE_AIM;
1321 if(!this.bot_attack)
1322 IL_PUSH(g_bot_targets, this);
1323 this.bot_attack = true;
1324 this.iscreature = true;
1325 this.teleportable = true;
1326 if(!this.damagedbycontents)
1327 IL_PUSH(g_damagedbycontents, this);
1328 this.damagedbycontents = true;
1329 this.monsterid = mon_id;
1330 this.event_damage = Monster_Damage;
1331 settouch(this, Monster_Touch);
1332 this.use = Monster_Use;
1333 this.solid = SOLID_BBOX;
1334 set_movetype(this, MOVETYPE_WALK);
1335 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1337 this.velocity = '0 0 0';
1338 this.moveto = this.origin;
1339 this.pos1 = this.origin;
1340 this.pos2 = this.angles;
1341 this.reset = Monster_Reset;
1342 this.netname = mon.netname;
1343 this.monster_attackfunc = mon.monster_attackfunc;
1344 this.monster_name = mon.monster_name;
1345 this.candrop = true;
1346 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1347 this.oldtarget2 = this.target2;
1348 this.pass_distance = 0;
1349 this.deadflag = DEAD_NO;
1350 this.spawn_time = time;
1352 this.monster_moveto = '0 0 0';
1353 this.monster_face = '0 0 0';
1354 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1356 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1357 if(!this.scale) { this.scale = 1; }
1358 if(autocvar_g_monsters_edit) { this.grab = 1; }
1359 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1360 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1361 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1363 if(autocvar_g_playerclip_collisions)
1364 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1366 if(mon.spawnflags & MONSTER_TYPE_FLY)
1368 this.flags |= FL_FLY;
1369 set_movetype(this, MOVETYPE_FLY);
1372 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1374 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1377 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1378 if(autocvar_g_monsters_quake_resize)
1382 setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1384 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1386 Monster_UpdateModel(this);
1388 if(!Monster_Spawn_Setup(this))
1390 Monster_Remove(this);
1396 setorigin(this, this.origin + '0 0 20');
1397 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1398 setorigin(this, trace_endpos);
1401 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1402 monster_setupcolors(this);
1404 CSQCMODEL_AUTOINIT(this);