1 #include "sv_monsters.qh"
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
26 void monsters_setstatus(entity this)
28 STAT(MONSTERS_TOTAL, this) = monsters_total;
29 STAT(MONSTERS_KILLED, this) = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
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)
49 StartItem(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 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
103 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
105 if(trace_fraction < 1 && trace_ent != targ)
106 return false; // solid
108 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109 if(this.enemy != targ)
111 makevectors (this.angles);
112 float dot = normalize (targ.origin - this.origin) * v_forward;
114 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
117 return true; // this target is valid!
120 entity Monster_FindTarget(entity this)
122 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
124 entity closest_target = NULL;
125 vector my_center = CENTER_OR_VIEWOFS(this);
127 // find the closest acceptable target to pass to
128 IL_EACH(g_monster_targets, it.monster_attack,
130 float trange = this.target_range;
131 if(PHYS_INPUT_BUTTON_CROUCH(it))
132 trange *= 0.75; // TODO cvar this
133 vector theirmid = (it.absmin + it.absmax) * 0.5;
134 if(vdist(theirmid - this.origin, >, trange))
136 if(!Monster_ValidTarget(this, it))
139 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
140 vector targ_center = CENTER_OR_VIEWOFS(it);
144 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
145 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
146 { closest_target = it; }
148 else { closest_target = it; }
151 return closest_target;
154 void monster_setupcolors(entity this)
156 if(IS_PLAYER(this.realowner))
157 this.colormap = this.realowner.colormap;
158 else if(teamplay && this.team)
159 this.colormap = 1024 + (this.team - 1) * 17;
162 if(this.monster_skill <= MONSTER_SKILL_EASY)
163 this.colormap = 1029;
164 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
165 this.colormap = 1027;
166 else if(this.monster_skill <= MONSTER_SKILL_HARD)
167 this.colormap = 1038;
168 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
169 this.colormap = 1028;
170 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
171 this.colormap = 1032;
173 this.colormap = 1024;
176 if(this.colormap > 0)
177 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
179 this.glowmod = '1 1 1';
182 void monster_changeteam(entity this, int newteam)
184 if(!teamplay) { return; }
187 if(!this.monster_attack)
188 IL_PUSH(g_monster_targets, this);
189 this.monster_attack = true; // new team, activate attacking
190 monster_setupcolors(this);
194 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
196 this.sprite.team = newteam;
197 this.sprite.SendFlags |= 1;
201 .void(entity) monster_delayedfunc;
202 void Monster_Delay_Action(entity this)
204 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
209 setthink(this, Monster_Delay_Action);
210 this.nextthink = time + this.count;
214 setthink(this, SUB_Remove);
215 this.nextthink = time;
219 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
221 // deferred attacking, checks if monster is still alive and target is still valid before attacking
224 setthink(e, Monster_Delay_Action);
225 e.nextthink = time + defer_amnt;
226 e.count = defer_amnt;
228 e.monster_delayedfunc = func;
229 e.cnt = repeat_count;
237 string get_monster_model_datafilename(string m, float sk, string fil)
242 m = "models/monsters/*_";
244 m = strcat(m, ftos(sk));
247 return strcat(m, ".", fil);
250 void Monster_Sound_Precache(string f)
254 fh = fopen(f, FILE_READ);
257 while((s = fgets(fh)))
259 if(tokenize_console(s) != 3)
261 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
264 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
269 void Monster_Sounds_Precache(entity this)
271 string m = (Monsters_from(this.monsterid)).m_model.model_str();
272 float globhandle, n, i;
275 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
278 n = search_getsize(globhandle);
279 for (i = 0; i < n; ++i)
281 //print(search_getfilename(globhandle, i), "\n");
282 f = search_getfilename(globhandle, i);
283 Monster_Sound_Precache(f);
285 search_end(globhandle);
288 void Monster_Sounds_Clear(entity this)
290 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
295 .string Monster_Sound_SampleField(string type)
297 GetMonsterSoundSampleField_notFound = 0;
300 #define _MSOUND(m) case #m: return monstersound_##m;
304 GetMonsterSoundSampleField_notFound = 1;
308 bool Monster_Sounds_Load(entity this, string f, int first)
312 float fh = fopen(f, FILE_READ);
315 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
318 while((s = fgets(fh)))
320 if(tokenize_console(s) != 3)
322 field = Monster_Sound_SampleField(argv(0));
323 if(GetMonsterSoundSampleField_notFound)
326 strunzone(this.(field));
327 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
333 .int skin_for_monstersound;
334 void Monster_Sounds_Update(entity this)
336 if(this.skin == this.skin_for_monstersound) { return; }
338 this.skin_for_monstersound = this.skin;
339 Monster_Sounds_Clear(this);
340 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
341 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
344 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
346 if(!autocvar_g_monsters_sounds) { return; }
349 if(time < this.msound_delay)
351 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
353 this.msound_delay = time + sound_delay;
357 // =======================
358 // Monster attack handlers
359 // =======================
361 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
363 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
365 setanim(this, anim, false, true, false);
367 if(this.animstate_endtime > time && IS_MONSTER(this))
368 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
370 this.attack_finished_single[0] = this.anim_finished = time + animtime;
372 monster_makevectors(this, targ);
374 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
376 if(trace_ent.takedamage)
377 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
382 bool Monster_Attack_Leap_Check(entity this, vector vel)
384 if(this.state && IS_MONSTER(this))
385 return false; // already attacking
386 if(!IS_ONGROUND(this))
387 return false; // not on the ground
388 if(this.health <= 0 || IS_DEAD(this))
389 return false; // called when dead?
390 if(time < this.attack_finished_single[0])
391 return false; // still attacking
393 vector old = this.velocity;
396 tracetoss(this, this);
398 if(trace_ent != this.enemy)
404 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
406 if(!Monster_Attack_Leap_Check(this, vel))
409 setanim(this, anm, false, true, false);
411 if(this.animstate_endtime > time && IS_MONSTER(this))
412 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
414 this.attack_finished_single[0] = this.anim_finished = time + animtime;
417 this.state = MONSTER_ATTACK_RANGED;
418 settouch(this, touchfunc);
421 UNSET_ONGROUND(this);
426 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
428 int slot = weaponslot(weaponentity);
431 || (!this.monster_attackfunc)
432 || (time < this.attack_finished_single[slot])
435 if(vdist(targ.origin - this.origin, <=, this.attack_range))
437 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
438 if(attack_success == 1)
439 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
440 else if(attack_success > 0)
444 if(vdist(targ.origin - this.origin, >, this.attack_range))
446 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
447 if(attack_success == 1)
448 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
449 else if(attack_success > 0)
455 // ======================
456 // Main monster functions
457 // ======================
459 void Monster_UpdateModel(entity this)
461 // assume some defaults
462 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
463 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
464 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
465 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
466 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
467 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
468 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
469 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
470 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
471 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
473 // then get the real values
474 Monster mon = Monsters_from(this.monsterid);
475 mon.mr_anim(mon, this);
478 void Monster_Touch(entity this, entity toucher)
480 if(toucher == NULL) { return; }
482 if(toucher.monster_attack)
483 if(this.enemy != toucher)
484 if(!IS_MONSTER(toucher))
485 if(Monster_ValidTarget(this, toucher))
486 this.enemy = toucher;
489 void Monster_Miniboss_Check(entity this)
491 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
494 float chance = random() * 100;
496 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
497 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
499 this.health += autocvar_g_monsters_miniboss_healthboost;
500 this.effects |= EF_RED;
502 this.weapon = WEP_VORTEX.m_id;
506 bool Monster_Respawn_Check(entity this)
508 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
509 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
510 return true; // enabled by a mutator
512 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
515 if(!autocvar_g_monsters_respawn)
521 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
525 void Monster_Dead_Fade(entity this)
527 if(Monster_Respawn_Check(this))
529 this.spawnflags |= MONSTERFLAG_RESPAWNED;
530 setthink(this, Monster_Respawn);
531 this.nextthink = time + this.respawntime;
532 this.monster_lifetime = 0;
533 this.deadflag = DEAD_RESPAWNING;
534 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
536 this.pos1 = this.origin;
537 this.pos2 = this.angles;
539 this.event_damage = func_null;
540 this.takedamage = DAMAGE_NO;
541 setorigin(this, this.pos1);
542 this.angles = this.pos2;
543 this.health = this.max_health;
544 setmodel(this, MDL_Null);
548 // number of monsters spawned with mobspawn command
551 SUB_SetFade(this, time + 3, 1);
555 void Monster_Use(entity this, entity actor, entity trigger)
557 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
560 .float pass_distance;
561 vector Monster_Move_Target(entity this, entity targ)
563 // enemy is always preferred target
566 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
567 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
568 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
570 // cases where the enemy may have changed their state (don't need to check everything here)
572 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
573 || (STAT(FROZEN, this.enemy))
574 || (this.enemy.flags & FL_NOTARGET)
575 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
576 || (this.enemy.takedamage == DAMAGE_NO)
577 || (vdist(this.origin - targ_origin, >, this.target_range))
578 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
581 //this.pass_distance = 0;
586 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
587 print("Trace origin: ", vtos(targ_origin), "\n");
588 print("Target origin: ", vtos(this.enemy.origin), "\n");
589 print("My origin: ", vtos(this.origin), "\n"); */
591 this.monster_movestate = MONSTER_MOVE_ENEMY;
592 this.last_trace = time + 1.2;
593 if(this.monster_moveto)
594 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
599 /*makevectors(this.angles);
600 this.monster_movestate = MONSTER_MOVE_ENEMY;
601 this.last_trace = time + 1.2;
602 return this.enemy.origin; */
605 switch(this.monster_moveflags)
607 case MONSTER_MOVE_FOLLOW:
609 this.monster_movestate = MONSTER_MOVE_FOLLOW;
610 this.last_trace = time + 0.3;
611 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
613 case MONSTER_MOVE_SPAWNLOC:
615 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
616 this.last_trace = time + 2;
619 case MONSTER_MOVE_NOMOVE:
621 if(this.monster_moveto)
623 this.last_trace = time + 0.5;
624 return this.monster_moveto;
628 this.monster_movestate = MONSTER_MOVE_NOMOVE;
629 this.last_trace = time + 2;
634 case MONSTER_MOVE_WANDER:
637 this.monster_movestate = MONSTER_MOVE_WANDER;
639 if(this.monster_moveto)
641 this.last_trace = time + 0.5;
642 pos = this.monster_moveto;
646 this.last_trace = time + 0.5;
651 this.last_trace = time + this.wander_delay;
653 this.angles_y = rint(random() * 500);
654 makevectors(this.angles);
655 pos = this.origin + v_forward * this.wander_distance;
657 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
659 pos.z = random() * 200;
670 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
672 //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
673 //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
674 //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
675 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
679 if(current_height) // make sure we can actually do this arcing path
681 targpos = (to + ('0 0 1' * current_height));
682 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
683 if(trace_fraction < 1)
685 //print("normal arc line failed, trying to find new pos...");
686 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
687 targpos = (trace_endpos + '0 0 -10');
688 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
689 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
690 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
693 else { targpos = to; }
696 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
698 vector desired_direction = normalize(targpos - from);
699 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
700 else { this.velocity = (desired_direction * movespeed); }
702 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
703 //this.angles = vectoangles(this.velocity);
709 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
711 // update goal entity if lost
712 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
713 this.goalentity = find(NULL, targetname, this.target2);
715 if(STAT(FROZEN, this))
717 movelib_brake_simple(this, stpspeed);
718 setanim(this, this.anim_idle, true, false, false);
719 return; // no physics while frozen!
722 if(this.flags & FL_SWIM)
724 if(this.waterlevel < WATERLEVEL_WETFEET)
726 if(time >= this.last_trace)
728 this.last_trace = time + 0.4;
730 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
731 this.angles = '90 90 0';
734 this.velocity_y += random() * 50;
735 this.velocity_x -= random() * 50;
739 this.velocity_y -= random() * 50;
740 this.velocity_x += random() * 50;
742 this.velocity_z += random() * 150;
746 set_movetype(this, MOVETYPE_BOUNCE);
747 //this.velocity_z = -200;
751 else if(this.move_movetype == MOVETYPE_BOUNCE)
754 set_movetype(this, MOVETYPE_WALK);
758 entity targ = this.goalentity;
760 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
762 || this.draggedby != NULL
763 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
764 || time < game_starttime
765 || (autocvar_g_campaign && !campaign_bots_may_start)
766 || time < this.spawn_time)
768 runspeed = walkspeed = 0;
769 if(time >= this.spawn_time)
770 setanim(this, this.anim_idle, true, false, false);
771 movelib_brake_simple(this, stpspeed);
775 targ = M_ARGV(3, entity);
776 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
777 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
779 if(teamplay && autocvar_g_monsters_teams)
780 if(DIFF_TEAM(this.monster_follow, this))
781 this.monster_follow = NULL;
783 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
786 settouch(this, Monster_Touch);
789 if(this.state && time >= this.attack_finished_single[0])
790 this.state = 0; // attack is over
792 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
793 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
794 this.moveto = Monster_Move_Target(this, targ);
797 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
799 if(this.state == MONSTER_ATTACK_MELEE)
800 this.moveto = this.origin;
802 if(this.enemy && this.enemy.vehicle)
805 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
806 this.moveto_z = this.origin_z;
808 if(vdist(this.origin - this.moveto, >, 100))
810 bool do_run = (this.enemy || this.monster_moveto);
811 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
812 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
814 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
816 if(vdist(this.velocity, >, 10))
817 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
819 setanim(this, this.anim_idle, true, false, false);
823 entity e = this.goalentity; //find(NULL, targetname, this.target2);
824 if(e.target2 && e.target2 != "")
825 this.target2 = e.target2;
826 else if(e.target && e.target != "") // compatibility
827 this.target2 = e.target;
829 movelib_brake_simple(this, stpspeed);
830 if(time > this.anim_finished && time > this.pain_finished)
832 if(vdist(this.velocity, <=, 30))
833 setanim(this, this.anim_idle, true, false, false);
836 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
838 vector real_angle = vectoangles(this.steerto) - this.angles;
840 if(this.state == MONSTER_ATTACK_MELEE)
844 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
845 this.angles_y += turny;
849 void Monster_Remove(entity this)
852 return; // don't remove it?
854 if(!this) { return; }
856 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
857 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
859 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
861 .entity weaponentity = weaponentities[slot];
862 if(this.(weaponentity))
863 delete(this.(weaponentity));
865 if(this.iceblock) { delete(this.iceblock); }
866 WaypointSprite_Kill(this.sprite);
870 void Monster_Dead_Think(entity this)
872 this.nextthink = time + this.ticrate;
874 if(this.monster_lifetime != 0)
875 if(time >= this.monster_lifetime)
877 Monster_Dead_Fade(this);
882 void Monster_Appear(entity this, entity actor, entity trigger)
885 Monster_Spawn(this, false, this.monsterid);
888 bool Monster_Appear_Check(entity this, int monster_id)
890 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
893 setthink(this, func_null);
894 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
896 this.use = Monster_Appear;
897 this.flags = FL_MONSTER; // set so this monster can get butchered
902 void Monster_Reset(entity this)
904 setorigin(this, this.pos1);
905 this.angles = this.pos2;
907 Unfreeze(this); // remove any icy remains
909 this.health = this.max_health;
910 this.velocity = '0 0 0';
912 this.goalentity = NULL;
913 this.attack_finished_single[0] = 0;
914 this.moveto = this.origin;
917 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
919 this.health -= damage;
921 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
923 if(this.health <= -50) // 100 health until gone?
925 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
927 // number of monsters spawned with mobspawn command
930 setthink(this, SUB_Remove);
931 this.nextthink = time + 0.1;
932 this.event_damage = func_null;
936 void Monster_Dead(entity this, entity attacker, float gibbed)
938 setthink(this, Monster_Dead_Think);
939 this.nextthink = time;
940 this.monster_lifetime = time + 5;
942 if(STAT(FROZEN, this))
944 Unfreeze(this); // remove any icy remains
945 this.health = 0; // reset by Unfreeze
948 monster_dropitem(this, attacker);
950 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
952 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
953 monsters_killed += 1;
955 if(IS_PLAYER(attacker))
956 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
957 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
961 // number of monsters spawned with mobspawn command
965 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
966 _setmodel(this, this.mdl_dead);
968 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
969 this.solid = SOLID_CORPSE;
970 this.takedamage = DAMAGE_AIM;
971 this.deadflag = DEAD_DEAD;
973 set_movetype(this, MOVETYPE_TOSS);
974 this.moveto = this.origin;
975 settouch(this, Monster_Touch); // reset incase monster was pouncing
976 this.reset = func_null;
978 this.attack_finished_single[0] = 0;
981 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
982 this.velocity = '0 0 0';
984 CSQCModel_UnlinkEntity(this);
986 Monster mon = Monsters_from(this.monsterid);
987 mon.mr_death(mon, this);
989 if(this.candrop && this.weapon)
991 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
992 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
996 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
998 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1001 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1004 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1007 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1010 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1013 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1017 Monster mon = Monsters_from(this.monsterid);
1018 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1022 this.health -= take;
1023 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1027 WaypointSprite_UpdateHealth(this.sprite, this.health);
1029 this.dmg_time = time;
1031 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1032 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1034 this.velocity += force * this.damageforcescale;
1036 if(deathtype != DEATH_DROWN.m_id && take)
1038 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1040 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1042 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1045 if(this.health <= 0)
1047 if(deathtype == DEATH_KILL.m_id)
1048 this.candrop = false; // killed by mobkill command
1051 SUB_UseTargets(this, attacker, this.enemy);
1052 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1054 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1056 WaypointSprite_Kill(this.sprite);
1058 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1060 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1062 Violence_GibSplash(this, 1, 0.5, attacker);
1064 setthink(this, SUB_Remove);
1065 this.nextthink = time + 0.1;
1070 // don't check for enemies, just keep walking in a straight line
1071 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1073 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)
1076 if(time >= this.spawn_time)
1077 setanim(this, this.anim_idle, true, false, false);
1078 movelib_brake_simple(this, 0.6);
1082 makevectors(this.angles);
1083 vector a = CENTER_OR_VIEWOFS(this);
1084 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1086 traceline(a, b, MOVE_NORMAL, this);
1088 bool reverse = false;
1089 if(trace_fraction != 1.0)
1091 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1093 if(trace_ent && IS_MONSTER(trace_ent))
1096 // TODO: fix this... tracing is broken if the floor is thin
1101 traceline(b, a, MOVE_WORLDONLY, this);
1102 if(trace_fraction == 1.0)
1108 this.angles_y = anglemods(this.angles_y - 180);
1109 makevectors(this.angles);
1112 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1114 if(time > this.pain_finished && time > this.attack_finished_single[0])
1115 if(vdist(this.velocity, >, 10))
1116 setanim(this, this.anim_walk, true, false, false);
1118 setanim(this, this.anim_idle, true, false, false);
1121 void Monster_Anim(entity this)
1123 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1128 // Decide on which death animation to use.
1130 deadbits = ANIMSTATE_DEAD1;
1132 deadbits = ANIMSTATE_DEAD2;
1137 // Clear a previous death animation.
1140 int animbits = deadbits;
1141 if(STAT(FROZEN, this))
1142 animbits |= ANIMSTATE_FROZEN;
1144 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1145 animdecide_setstate(this, animbits, false);
1146 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1148 /* // weapon entities for monsters?
1149 if (this.weaponentity)
1151 updateanim(this.weaponentity);
1152 if (!this.weaponentity.animstate_override)
1153 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1158 void Monster_Frozen_Think(entity this)
1160 if(STAT(FROZEN, this) == 2)
1162 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1163 this.health = max(1, this.revive_progress * this.max_health);
1164 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1166 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1167 WaypointSprite_UpdateHealth(this.sprite, this.health);
1169 if(this.revive_progress >= 1)
1172 else if(STAT(FROZEN, this) == 3)
1174 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1175 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1177 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1178 WaypointSprite_UpdateHealth(this.sprite, this.health);
1184 if(this.event_damage)
1185 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1188 else if ( this.revive_progress <= 0 )
1191 // otherwise, no revival!
1193 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1196 void Monster_Enemy_Check(entity this)
1200 this.enemy = Monster_FindTarget(this);
1203 WarpZone_RefSys_Copy(this.enemy, this);
1204 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1205 // update move target immediately?
1206 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1207 this.monster_moveto = '0 0 0';
1208 this.monster_face = '0 0 0';
1210 //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)));
1211 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1216 void Monster_Think(entity this)
1218 setthink(this, Monster_Think);
1219 this.nextthink = time + this.ticrate;
1221 if(this.monster_lifetime && time >= this.monster_lifetime)
1223 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1227 if(STAT(FROZEN, this))
1228 Monster_Frozen_Think(this);
1229 else if(time >= this.last_enemycheck)
1231 Monster_Enemy_Check(this);
1232 this.last_enemycheck = time + 1; // check for enemies every second
1235 Monster mon = Monsters_from(this.monsterid);
1236 if(mon.mr_think(mon, this))
1238 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1240 .entity weaponentity = weaponentities[0]; // TODO?
1241 Monster_Attack_Check(this, this.enemy, weaponentity);
1246 CSQCMODEL_AUTOUPDATE(this);
1249 bool Monster_Spawn_Setup(entity this)
1251 Monster mon = Monsters_from(this.monsterid);
1252 mon.mr_setup(mon, this);
1254 // ensure some basic needs are met
1255 if(!this.health) { this.health = 100; }
1256 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1257 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1258 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1259 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1260 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1261 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1263 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1265 Monster_Miniboss_Check(this);
1266 this.health *= MONSTER_SKILLMOD(this);
1269 this.skin = rint(random() * 4);
1272 this.max_health = this.health;
1273 this.pain_finished = this.nextthink;
1275 if(IS_PLAYER(this.monster_follow))
1276 this.effects |= EF_DIMLIGHT;
1278 if(!this.wander_delay) { this.wander_delay = 2; }
1279 if(!this.wander_distance) { this.wander_distance = 600; }
1281 Monster_Sounds_Precache(this);
1282 Monster_Sounds_Update(this);
1286 if(!this.monster_attack)
1287 IL_PUSH(g_monster_targets, this);
1288 this.monster_attack = true; // we can have monster enemies in team games
1291 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1293 if(autocvar_g_monsters_healthbars)
1295 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1296 wp.wp_extra = this.monsterid;
1297 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1298 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1300 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1301 WaypointSprite_UpdateHealth(this.sprite, this.health);
1305 setthink(this, Monster_Think);
1306 this.nextthink = time + this.ticrate;
1308 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1314 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1316 // setup the basic required properties for a monster
1317 entity mon = Monsters_from(mon_id);
1318 if(!mon.monsterid) { return false; } // invalid monster
1320 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1322 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1324 IL_PUSH(g_monsters, this);
1325 if(this.mdl && this.mdl != "")
1326 precache_model(this.mdl);
1327 if(this.mdl_dead && this.mdl_dead != "")
1328 precache_model(this.mdl_dead);
1331 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1333 if(!this.monster_skill)
1334 this.monster_skill = cvar("g_monsters_skill");
1336 // support for quake style removing monsters based on skill
1337 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1338 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1339 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1341 if(this.team && !teamplay)
1344 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1345 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1346 monsters_total += 1;
1348 if(this.mdl && this.mdl != "")
1349 _setmodel(this, this.mdl);
1351 setmodel(this, mon.m_model);
1353 this.flags = FL_MONSTER;
1354 this.classname = "monster";
1355 this.takedamage = DAMAGE_AIM;
1356 if(!this.bot_attack)
1357 IL_PUSH(g_bot_targets, this);
1358 this.bot_attack = true;
1359 this.iscreature = true;
1360 this.teleportable = true;
1361 if(!this.damagedbycontents)
1362 IL_PUSH(g_damagedbycontents, this);
1363 this.damagedbycontents = true;
1364 this.monsterid = mon_id;
1365 this.event_damage = Monster_Damage;
1366 settouch(this, Monster_Touch);
1367 this.use = Monster_Use;
1368 this.solid = SOLID_BBOX;
1369 set_movetype(this, MOVETYPE_WALK);
1370 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1372 this.velocity = '0 0 0';
1373 this.moveto = this.origin;
1374 this.pos1 = this.origin;
1375 this.pos2 = this.angles;
1376 this.reset = Monster_Reset;
1377 this.netname = mon.netname;
1378 this.monster_attackfunc = mon.monster_attackfunc;
1379 this.monster_name = mon.monster_name;
1380 this.candrop = true;
1381 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1382 this.oldtarget2 = this.target2;
1383 //this.pass_distance = 0;
1384 this.deadflag = DEAD_NO;
1385 this.spawn_time = time;
1387 this.monster_moveto = '0 0 0';
1388 this.monster_face = '0 0 0';
1389 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1391 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1392 if(!this.scale) { this.scale = 1; }
1393 if(autocvar_g_monsters_edit) { this.grab = 1; }
1394 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1395 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1396 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1398 if(autocvar_g_playerclip_collisions)
1399 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1401 if(mon.spawnflags & MONSTER_TYPE_FLY)
1403 this.flags |= FL_FLY;
1404 set_movetype(this, MOVETYPE_FLY);
1407 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1409 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1412 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1413 if(autocvar_g_monsters_quake_resize)
1417 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1419 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1421 Monster_UpdateModel(this);
1423 if(!Monster_Spawn_Setup(this))
1425 Monster_Remove(this);
1431 setorigin(this, this.origin + '0 0 20');
1432 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1433 setorigin(this, trace_endpos);
1436 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1437 monster_setupcolors(this);
1439 CSQCMODEL_AUTOINIT(this);