1 #include "sv_monsters.qh"
3 #include <lib/warpzone/common.qh>
4 #include "../constants.qh"
8 #include "../physics/movelib.qh"
9 #include "../weapons/_mod.qh"
10 #include <server/autocvars.qh>
11 #include <server/defs.qh>
12 #include "../deathtypes/all.qh"
13 #include <server/mutators/_mod.qh>
14 #include <server/steerlib.qh>
15 #include "../turrets/sv_turrets.qh"
16 #include "../turrets/util.qh"
17 #include "../vehicles/all.qh"
18 #include <server/campaign.qh>
19 #include <server/command/_mod.qh>
20 #include "../mapobjects/triggers.qh"
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/round_handler.qh>
23 #include <server/weapons/_mod.qh>
25 void monsters_setstatus(entity this)
27 STAT(MONSTERS_TOTAL, this) = monsters_total;
28 STAT(MONSTERS_KILLED, this) = monsters_killed;
31 void monster_dropitem(entity this, entity attacker)
33 if(!this.candrop || !this.monster_loot)
36 vector org = CENTER_OR_VIEWOFS(this);
38 Item_SetLoot(e, true);
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)
49 StartItem(e, e.monster_loot);
52 e.velocity = randomvec() * 175 + '0 0 325';
53 e.item_spawnshieldtime = time + 0.7;
54 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
58 void monster_makevectors(entity this, entity targ)
62 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
63 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
64 this.v_angle_x = -this.v_angle_x;
67 makevectors(this.v_angle);
74 bool Monster_ValidTarget(entity this, entity targ)
76 // ensure we're not checking nonexistent monster/target
77 if(!this || !targ) { return false; }
80 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
81 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
82 || (time < game_starttime) // monsters do nothing before match has started
83 || (targ.takedamage == DAMAGE_NO)
85 || (targ.items & IT_INVISIBILITY)
86 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
88 || (this.monster_follow == targ || targ.monster_follow == this)
89 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91 || (SAME_TEAM(targ, this))
92 || (STAT(FROZEN, targ))
93 || (targ.alpha != 0 && targ.alpha < 0.5)
94 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
97 // if any of the above checks fail, target is not valid
101 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1 && trace_ent != targ)
105 return false; // solid
107 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108 if(this.enemy != targ)
110 makevectors (this.angles);
111 float dot = normalize (targ.origin - this.origin) * v_forward;
113 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116 return true; // this target is valid!
119 entity Monster_FindTarget(entity this)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123 entity closest_target = NULL;
124 vector my_center = CENTER_OR_VIEWOFS(this);
126 // find the closest acceptable target to pass to
127 IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
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;
170 void monster_changeteam(entity this, int newteam)
172 if(!teamplay) { return; }
175 if(!this.monster_attack)
176 IL_PUSH(g_monster_targets, this);
177 this.monster_attack = true; // new team, activate attacking
178 monster_setupcolors(this);
182 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
184 this.sprite.team = newteam;
185 this.sprite.SendFlags |= 1;
189 .void(entity) monster_delayedfunc;
190 void Monster_Delay_Action(entity this)
192 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
197 setthink(this, Monster_Delay_Action);
198 this.nextthink = time + this.count;
202 setthink(this, SUB_Remove);
203 this.nextthink = time;
207 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
209 // deferred attacking, checks if monster is still alive and target is still valid before attacking
212 setthink(e, Monster_Delay_Action);
213 e.nextthink = time + defer_amnt;
214 e.count = defer_amnt;
216 e.monster_delayedfunc = func;
217 e.cnt = repeat_count;
225 string get_monster_model_datafilename(string m, float sk, string fil)
230 m = "models/monsters/*_";
232 m = strcat(m, ftos(sk));
235 return strcat(m, ".", fil);
238 void Monster_Sound_Precache(string f)
242 fh = fopen(f, FILE_READ);
245 while((s = fgets(fh)))
247 if(tokenize_console(s) != 3)
249 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
252 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
257 void Monster_Sounds_Precache(entity this)
259 string m = (Monsters_from(this.monsterid)).m_model.model_str();
260 float globhandle, n, i;
263 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
266 n = search_getsize(globhandle);
267 for (i = 0; i < n; ++i)
269 //print(search_getfilename(globhandle, i), "\n");
270 f = search_getfilename(globhandle, i);
271 Monster_Sound_Precache(f);
273 search_end(globhandle);
276 void Monster_Sounds_Clear(entity this)
278 #define _MSOUND(m) strfree(this.monstersound_##m);
283 .string Monster_Sound_SampleField(string type)
285 GetMonsterSoundSampleField_notFound = 0;
288 #define _MSOUND(m) case #m: return monstersound_##m;
292 GetMonsterSoundSampleField_notFound = 1;
296 bool Monster_Sounds_Load(entity this, string f, int first)
300 float fh = fopen(f, FILE_READ);
303 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
306 while((s = fgets(fh)))
308 if(tokenize_console(s) != 3)
310 field = Monster_Sound_SampleField(argv(0));
311 if(GetMonsterSoundSampleField_notFound)
313 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
319 .int skin_for_monstersound;
320 void Monster_Sounds_Update(entity this)
322 if(this.skin == this.skin_for_monstersound) { return; }
324 this.skin_for_monstersound = this.skin;
325 Monster_Sounds_Clear(this);
326 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
327 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
330 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
332 if(!autocvar_g_monsters_sounds) { return; }
335 if(time < this.msound_delay)
337 string sample = this.(samplefield);
338 if (sample != "") sample = GlobalSound_sample(sample, random());
339 float myscale = ((this.scale) ? this.scale : 1); // safety net
340 // TODO: change volume depending on size too?
341 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
343 this.msound_delay = time + sound_delay;
347 // =======================
348 // Monster attack handlers
349 // =======================
351 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
353 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
355 setanim(this, anim, false, true, false);
357 if(this.animstate_endtime > time && IS_MONSTER(this))
358 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
360 this.attack_finished_single[0] = this.anim_finished = time + animtime;
362 monster_makevectors(this, targ);
364 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
366 if(trace_ent.takedamage)
367 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
372 bool Monster_Attack_Leap_Check(entity this, vector vel)
374 if(this.state && IS_MONSTER(this))
375 return false; // already attacking
376 if(!IS_ONGROUND(this))
377 return false; // not on the ground
378 if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
379 return false; // called when dead?
380 if(time < this.attack_finished_single[0])
381 return false; // still attacking
383 vector old = this.velocity;
386 tracetoss(this, this);
388 if(trace_ent != this.enemy)
394 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
396 if(!Monster_Attack_Leap_Check(this, vel))
399 setanim(this, anm, false, true, false);
401 if(this.animstate_endtime > time && IS_MONSTER(this))
402 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
404 this.attack_finished_single[0] = this.anim_finished = time + animtime;
407 this.state = MONSTER_ATTACK_RANGED;
408 settouch(this, touchfunc);
411 UNSET_ONGROUND(this);
416 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
418 int slot = weaponslot(weaponentity);
421 || (!this.monster_attackfunc)
422 || (time < this.attack_finished_single[slot])
425 if(vdist(targ.origin - this.origin, <=, this.attack_range))
427 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
428 if(attack_success == 1)
429 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
430 else if(attack_success > 0)
434 if(vdist(targ.origin - this.origin, >, this.attack_range))
436 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
437 if(attack_success == 1)
438 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
439 else if(attack_success > 0)
445 // ======================
446 // Main monster functions
447 // ======================
449 void Monster_UpdateModel(entity this)
451 // assume some defaults
452 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
453 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
454 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
455 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
456 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
457 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
458 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
459 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
460 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
461 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
463 // then get the real values
464 Monster mon = Monsters_from(this.monsterid);
465 mon.mr_anim(mon, this);
468 void Monster_Touch(entity this, entity toucher)
470 if(toucher == NULL) { return; }
472 if(toucher.monster_attack)
473 if(this.enemy != toucher)
474 if(!IS_MONSTER(toucher))
475 if(Monster_ValidTarget(this, toucher))
476 this.enemy = toucher;
479 void Monster_Miniboss_Check(entity this)
481 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
484 float chance = random() * 100;
486 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
487 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
489 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
490 this.effects |= EF_RED;
492 this.weapon = WEP_VORTEX.m_id;
496 bool Monster_Respawn_Check(entity this)
498 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
499 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
500 return true; // enabled by a mutator
502 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
505 if(!autocvar_g_monsters_respawn)
511 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
515 void Monster_Dead_Fade(entity this)
517 if(Monster_Respawn_Check(this))
519 this.spawnflags |= MONSTERFLAG_RESPAWNED;
520 setthink(this, Monster_Respawn);
521 this.nextthink = time + this.respawntime;
522 this.monster_lifetime = 0;
523 this.deadflag = DEAD_RESPAWNING;
524 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
526 this.pos1 = this.origin;
527 this.pos2 = this.angles;
529 this.event_damage = func_null;
530 this.event_heal = func_null;
531 this.takedamage = DAMAGE_NO;
532 setorigin(this, this.pos1);
533 this.angles = this.pos2;
534 SetResourceExplicit(this, RES_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) || GetResource(this.enemy, RES_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");
670 if(current_height) // make sure we can actually do this arcing path
672 targpos = (to + ('0 0 1' * current_height));
673 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
674 if(trace_fraction < 1)
676 //print("normal arc line failed, trying to find new pos...");
677 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
678 targpos = (trace_endpos + '0 0 -10');
679 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
680 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
681 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
684 else { targpos = to; }
687 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
689 vector desired_direction = normalize(targpos - from);
690 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
691 else { this.velocity = (desired_direction * movespeed); }
693 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
694 //this.angles = vectoangles(this.velocity);
699 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
701 // update goal entity if lost
702 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
703 this.goalentity = find(NULL, targetname, this.target2);
705 if(STAT(FROZEN, this))
707 movelib_brake_simple(this, stpspeed);
708 setanim(this, this.anim_idle, true, false, false);
709 return; // no physics while frozen!
712 if(this.flags & FL_SWIM)
714 if(this.waterlevel < WATERLEVEL_WETFEET)
716 if(time >= this.last_trace)
718 this.last_trace = time + 0.4;
720 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
721 this.angles = '90 90 0';
724 this.velocity_y += random() * 50;
725 this.velocity_x -= random() * 50;
729 this.velocity_y -= random() * 50;
730 this.velocity_x += random() * 50;
732 this.velocity_z += random() * 150;
736 set_movetype(this, MOVETYPE_BOUNCE);
737 //this.velocity_z = -200;
741 else if(this.move_movetype == MOVETYPE_BOUNCE)
744 set_movetype(this, MOVETYPE_WALK);
748 entity targ = this.goalentity;
750 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
752 || this.draggedby != NULL
753 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
754 || time < game_starttime
755 || (autocvar_g_campaign && !campaign_bots_may_start)
756 || time < this.spawn_time)
758 runspeed = walkspeed = 0;
759 if(time >= this.spawn_time)
760 setanim(this, this.anim_idle, true, false, false);
761 movelib_brake_simple(this, stpspeed);
765 targ = M_ARGV(3, entity);
766 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
767 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
769 if(teamplay && autocvar_g_monsters_teams)
770 if(DIFF_TEAM(this.monster_follow, this))
771 this.monster_follow = NULL;
773 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
776 settouch(this, Monster_Touch);
779 if(this.state && time >= this.attack_finished_single[0])
780 this.state = 0; // attack is over
782 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
783 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
784 this.moveto = Monster_Move_Target(this, targ);
787 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
789 if(this.state == MONSTER_ATTACK_MELEE)
790 this.moveto = this.origin;
792 if(this.enemy && this.enemy.vehicle)
795 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
796 this.moveto_z = this.origin_z;
798 if(vdist(this.origin - this.moveto, >, 100))
800 bool do_run = (this.enemy || this.monster_moveto);
801 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
802 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
804 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
807 if(vdist(this.velocity, >, 10))
808 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
810 setanim(this, this.anim_idle, true, false, false);
815 entity e = this.goalentity; //find(NULL, targetname, this.target2);
816 if(e.target2 && e.target2 != "")
817 this.target2 = e.target2;
818 else if(e.target && e.target != "") // compatibility
819 this.target2 = e.target;
821 movelib_brake_simple(this, stpspeed);
822 if(time > this.anim_finished && time > this.pain_finished)
824 if(vdist(this.velocity, <=, 30))
825 setanim(this, this.anim_idle, true, false, false);
828 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
830 vector real_angle = vectoangles(this.steerto) - this.angles;
832 if(this.state == MONSTER_ATTACK_MELEE)
836 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
837 this.angles_y += turny;
841 void Monster_Remove(entity this)
844 return; // don't remove it?
846 if(!this) { return; }
848 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
849 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
853 .entity weaponentity = weaponentities[slot];
854 if(this.(weaponentity))
855 delete(this.(weaponentity));
857 if(this.iceblock) { delete(this.iceblock); }
858 WaypointSprite_Kill(this.sprite);
862 void Monster_Dead_Think(entity this)
864 this.nextthink = time + this.ticrate;
866 if(this.monster_lifetime != 0)
867 if(time >= this.monster_lifetime)
869 Monster_Dead_Fade(this);
874 void Monster_Appear(entity this, entity actor, entity trigger)
877 Monster_Spawn(this, false, this.monsterid);
880 bool Monster_Appear_Check(entity this, int monster_id)
882 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
885 setthink(this, func_null);
886 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
888 this.use = Monster_Appear;
889 this.flags = FL_MONSTER; // set so this monster can get butchered
894 void Monster_Reset(entity this)
896 setorigin(this, this.pos1);
897 this.angles = this.pos2;
899 Unfreeze(this, false); // remove any icy remains
901 SetResourceExplicit(this, RES_HEALTH, this.max_health);
902 this.velocity = '0 0 0';
904 this.goalentity = NULL;
905 this.attack_finished_single[0] = 0;
906 this.moveto = this.origin;
909 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
911 TakeResource(this, RES_HEALTH, damage);
913 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
915 if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
917 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
919 // number of monsters spawned with mobspawn command
922 setthink(this, SUB_Remove);
923 this.nextthink = time + 0.1;
924 this.event_damage = func_null;
928 void Monster_Dead(entity this, entity attacker, float gibbed)
930 setthink(this, Monster_Dead_Think);
931 this.nextthink = time;
932 this.monster_lifetime = time + 5;
934 if(STAT(FROZEN, this))
935 Unfreeze(this, false); // remove any icy remains
937 monster_dropitem(this, attacker);
939 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
941 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
942 monsters_killed += 1;
944 if(IS_PLAYER(attacker))
945 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
946 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
950 // number of monsters spawned with mobspawn command
954 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
955 _setmodel(this, this.mdl_dead);
957 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
958 this.event_heal = func_null;
959 this.solid = SOLID_CORPSE;
960 this.takedamage = DAMAGE_AIM;
961 this.deadflag = DEAD_DEAD;
963 set_movetype(this, MOVETYPE_TOSS);
964 this.moveto = this.origin;
965 settouch(this, Monster_Touch); // reset incase monster was pouncing
966 this.reset = func_null;
968 this.attack_finished_single[0] = 0;
971 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
972 this.velocity = '0 0 0';
974 CSQCModel_UnlinkEntity(this);
976 Monster mon = Monsters_from(this.monsterid);
977 mon.mr_death(mon, this);
979 if(this.candrop && this.weapon)
981 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
982 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
986 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
988 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
991 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
994 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
997 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1000 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1003 vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1007 Monster mon = Monsters_from(this.monsterid);
1008 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1012 TakeResource(this, RES_HEALTH, take);
1013 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1017 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1019 this.dmg_time = time;
1021 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1022 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1024 this.velocity += force * this.damageforcescale;
1026 if(deathtype != DEATH_DROWN.m_id && take)
1028 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1030 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1032 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1035 if(GetResource(this, RES_HEALTH) <= 0)
1037 if(deathtype == DEATH_KILL.m_id)
1038 this.candrop = false; // killed by mobkill command
1041 SUB_UseTargets(this, attacker, this.enemy);
1042 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1044 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1046 WaypointSprite_Kill(this.sprite);
1048 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1050 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1052 Violence_GibSplash(this, 1, 0.5, attacker);
1054 setthink(this, SUB_Remove);
1055 this.nextthink = time + 0.1;
1060 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1062 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1063 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1066 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1068 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1072 // don't check for enemies, just keep walking in a straight line
1073 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1075 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)
1078 if(time >= this.spawn_time)
1079 setanim(this, this.anim_idle, true, false, false);
1080 movelib_brake_simple(this, 0.6);
1084 makevectors(this.angles);
1085 vector a = CENTER_OR_VIEWOFS(this);
1086 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1088 traceline(a, b, MOVE_NORMAL, this);
1090 bool reverse = false;
1091 if(trace_fraction != 1.0)
1093 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1095 if(trace_ent && IS_MONSTER(trace_ent))
1098 // TODO: fix this... tracing is broken if the floor is thin
1103 traceline(b, a, MOVE_WORLDONLY, this);
1104 if(trace_fraction == 1.0)
1110 this.angles_y = anglemods(this.angles_y - 180);
1111 makevectors(this.angles);
1114 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1116 if(time > this.pain_finished && time > this.attack_finished_single[0])
1118 if(vdist(this.velocity, >, 10))
1119 setanim(this, this.anim_walk, true, false, false);
1121 setanim(this, this.anim_idle, true, false, false);
1125 void Monster_Anim(entity this)
1127 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1132 // Decide on which death animation to use.
1134 deadbits = ANIMSTATE_DEAD1;
1136 deadbits = ANIMSTATE_DEAD2;
1141 // Clear a previous death animation.
1144 int animbits = deadbits;
1145 if(STAT(FROZEN, this))
1146 animbits |= ANIMSTATE_FROZEN;
1148 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1149 animdecide_setstate(this, animbits, false);
1150 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1152 /* // weapon entities for monsters?
1153 if (this.weaponentity)
1155 updateanim(this.weaponentity);
1156 if (!this.weaponentity.animstate_override)
1157 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1162 void Monster_Frozen_Think(entity this)
1164 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1166 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1167 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1168 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1170 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1171 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1173 if(STAT(REVIVE_PROGRESS, this) >= 1)
1174 Unfreeze(this, false);
1176 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1178 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1179 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1181 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1182 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1184 if(GetResource(this, RES_HEALTH) < 1)
1186 Unfreeze(this, false);
1187 if(this.event_damage)
1188 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1190 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1191 Unfreeze(this, false);
1193 // otherwise, no revival!
1195 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1198 void Monster_Enemy_Check(entity this)
1202 this.enemy = Monster_FindTarget(this);
1205 WarpZone_RefSys_Copy(this.enemy, this);
1206 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1207 // update move target immediately?
1208 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1209 this.monster_moveto = '0 0 0';
1210 this.monster_face = '0 0 0';
1212 //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)));
1213 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1218 void Monster_Think(entity this)
1220 setthink(this, Monster_Think);
1221 this.nextthink = time + this.ticrate;
1223 if(this.monster_lifetime && time >= this.monster_lifetime)
1225 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1229 if(STAT(FROZEN, this))
1230 Monster_Frozen_Think(this);
1231 else if(time >= this.last_enemycheck)
1233 Monster_Enemy_Check(this);
1234 this.last_enemycheck = time + 1; // check for enemies every second
1237 Monster mon = Monsters_from(this.monsterid);
1238 if(mon.mr_think(mon, this))
1240 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1242 .entity weaponentity = weaponentities[0]; // TODO?
1243 Monster_Attack_Check(this, this.enemy, weaponentity);
1248 CSQCMODEL_AUTOUPDATE(this);
1251 bool Monster_Spawn_Setup(entity this)
1253 Monster mon = Monsters_from(this.monsterid);
1254 mon.mr_setup(mon, this);
1256 // ensure some basic needs are met
1257 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1258 if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1259 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1260 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1261 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1262 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1263 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1265 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1267 Monster_Miniboss_Check(this);
1268 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1271 this.skin = rint(random() * 4);
1274 this.max_health = GetResource(this, RES_HEALTH);
1275 this.pain_finished = this.nextthink;
1277 if(IS_PLAYER(this.monster_follow))
1278 this.effects |= EF_DIMLIGHT;
1280 if(!this.wander_delay) { this.wander_delay = 2; }
1281 if(!this.wander_distance) { this.wander_distance = 600; }
1283 Monster_Sounds_Precache(this);
1284 Monster_Sounds_Update(this);
1288 if(!this.monster_attack)
1289 IL_PUSH(g_monster_targets, this);
1290 this.monster_attack = true; // we can have monster enemies in team games
1293 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1295 if(autocvar_g_monsters_healthbars)
1297 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1298 wp.wp_extra = this.monsterid;
1299 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1300 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1302 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1303 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1307 setthink(this, Monster_Think);
1308 this.nextthink = time + this.ticrate;
1310 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1316 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1318 // setup the basic required properties for a monster
1319 entity mon = Monsters_from(mon_id);
1320 if(!mon.monsterid) { return false; } // invalid monster
1322 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1324 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1326 IL_PUSH(g_monsters, this);
1327 if(this.mdl && this.mdl != "")
1328 precache_model(this.mdl);
1329 if(this.mdl_dead && this.mdl_dead != "")
1330 precache_model(this.mdl_dead);
1333 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1335 if(!this.monster_skill)
1336 this.monster_skill = cvar("g_monsters_skill");
1338 // support for quake style removing monsters based on skill
1339 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1340 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1341 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1343 if(this.team && !teamplay)
1346 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1347 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1348 monsters_total += 1;
1350 if(this.mdl && this.mdl != "")
1351 _setmodel(this, this.mdl);
1353 setmodel(this, mon.m_model);
1355 this.flags = FL_MONSTER;
1356 this.classname = "monster";
1357 this.takedamage = DAMAGE_AIM;
1358 if(!this.bot_attack)
1359 IL_PUSH(g_bot_targets, this);
1360 this.bot_attack = true;
1361 this.iscreature = true;
1362 this.teleportable = true;
1363 if(!this.damagedbycontents)
1364 IL_PUSH(g_damagedbycontents, this);
1365 this.damagedbycontents = true;
1366 this.monsterid = mon_id;
1367 this.event_damage = Monster_Damage;
1368 this.event_heal = Monster_Heal;
1369 settouch(this, Monster_Touch);
1370 this.use = Monster_Use;
1371 this.solid = SOLID_BBOX;
1372 set_movetype(this, MOVETYPE_WALK);
1373 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1375 this.velocity = '0 0 0';
1376 this.moveto = this.origin;
1377 this.pos1 = this.origin;
1378 this.pos2 = this.angles;
1379 this.reset = Monster_Reset;
1380 this.netname = mon.netname;
1381 this.monster_attackfunc = mon.monster_attackfunc;
1382 this.monster_name = mon.monster_name;
1383 this.candrop = true;
1384 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1385 this.oldtarget2 = this.target2;
1386 //this.pass_distance = 0;
1387 this.deadflag = DEAD_NO;
1388 this.spawn_time = time;
1390 this.monster_moveto = '0 0 0';
1391 this.monster_face = '0 0 0';
1392 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1394 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1395 if(!this.scale) { this.scale = 1; }
1396 if(autocvar_g_monsters_edit) { this.grab = 1; }
1397 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1398 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1399 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1401 if(autocvar_g_playerclip_collisions)
1402 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1404 if(mon.spawnflags & MONSTER_TYPE_FLY)
1406 this.flags |= FL_FLY;
1407 set_movetype(this, MOVETYPE_FLY);
1410 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1412 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1415 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1416 if(autocvar_g_monsters_quake_resize)
1420 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1422 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1424 Monster_UpdateModel(this);
1426 if(!Monster_Spawn_Setup(this))
1428 Monster_Remove(this);
1434 setorigin(this, this.origin + '0 0 20');
1435 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1436 setorigin(this, trace_endpos);
1439 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1440 monster_setupcolors(this);
1442 CSQCMODEL_AUTOINIT(this);