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 <server/g_damage.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/items/items.qh>
15 #include <server/mutators/_mod.qh>
16 #include <server/steerlib.qh>
17 #include <server/sv_main.qh>
18 #include "../turrets/sv_turrets.qh"
19 #include "../turrets/util.qh"
20 #include "../vehicles/all.qh"
21 #include <server/campaign.qh>
22 #include <server/cheats.qh>
23 #include <server/command/_mod.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include "../mapobjects/triggers.qh"
26 #include <lib/csqcmodel/sv_model.qh>
27 #include <server/round_handler.qh>
28 #include <server/weapons/_mod.qh>
30 void monsters_setstatus(entity this)
32 STAT(MONSTERS_TOTAL, this) = monsters_total;
33 STAT(MONSTERS_KILLED, this) = monsters_killed;
36 void monster_dropitem(entity this, entity attacker)
38 if(!this.candrop || !this.monster_loot)
41 vector org = CENTER_OR_VIEWOFS(this);
43 Item_SetLoot(e, true);
44 e.spawnfunc_checked = true;
46 e.monster_loot = this.monster_loot;
48 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
49 e = M_ARGV(1, entity);
51 if(e && e.monster_loot)
54 StartItem(e, e.monster_loot);
57 e.velocity = randomvec() * 175 + '0 0 325';
58 e.item_spawnshieldtime = time + 0.7;
59 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
63 void monster_makevectors(entity this, entity targ)
67 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
68 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
69 this.v_angle_x = -this.v_angle_x;
72 makevectors(this.v_angle);
79 bool Monster_ValidTarget(entity this, entity targ)
81 // ensure we're not checking nonexistent monster/target
82 if(!this || !targ) { return false; }
85 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
86 || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
87 || (time < game_starttime) // monsters do nothing before match has started
88 || (targ.takedamage == DAMAGE_NO)
90 || (targ.items & IT_INVISIBILITY)
91 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
92 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
93 || (this.monster_follow == targ || targ.monster_follow == this)
94 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
95 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
96 || (SAME_TEAM(targ, this))
97 || (STAT(FROZEN, targ))
98 || (targ.alpha != 0 && targ.alpha < 0.5)
99 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
102 // if any of the above checks fail, target is not valid
106 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
107 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
109 if(trace_fraction < 1 && trace_ent != targ)
110 return false; // solid
112 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
113 if(this.enemy != targ)
115 makevectors (this.angles);
116 float dot = normalize (targ.origin - this.origin) * v_forward;
118 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
121 return true; // this target is valid!
124 entity Monster_FindTarget(entity this)
126 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
128 entity closest_target = NULL;
129 vector my_center = CENTER_OR_VIEWOFS(this);
131 // find the closest acceptable target to pass to
132 IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
134 if(Monster_ValidTarget(this, it))
136 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
137 vector targ_center = CENTER_OR_VIEWOFS(it);
141 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
142 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
143 { closest_target = it; }
145 else { closest_target = it; }
149 return closest_target;
152 void monster_setupcolors(entity this)
154 if(IS_PLAYER(this.realowner))
155 this.colormap = this.realowner.colormap;
156 else if(teamplay && this.team)
157 this.colormap = 1024 + (this.team - 1) * 17;
160 if(this.monster_skill <= MONSTER_SKILL_EASY)
161 this.colormap = 1029;
162 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
163 this.colormap = 1027;
164 else if(this.monster_skill <= MONSTER_SKILL_HARD)
165 this.colormap = 1038;
166 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
167 this.colormap = 1028;
168 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
169 this.colormap = 1032;
171 this.colormap = 1024;
175 void monster_changeteam(entity this, int newteam)
177 if(!teamplay) { return; }
180 if(!this.monster_attack)
181 IL_PUSH(g_monster_targets, this);
182 this.monster_attack = true; // new team, activate attacking
183 monster_setupcolors(this);
187 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
189 this.sprite.team = newteam;
190 this.sprite.SendFlags |= 1;
194 .void(entity) monster_delayedfunc;
195 void Monster_Delay_Action(entity this)
197 if(Monster_ValidTarget(this.owner, this.owner.enemy))
199 monster_makevectors(this.owner, this.owner.enemy);
200 this.monster_delayedfunc(this.owner);
206 setthink(this, Monster_Delay_Action);
207 this.nextthink = time + this.count;
211 setthink(this, SUB_Remove);
212 this.nextthink = time;
216 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
218 // deferred attacking, checks if monster is still alive and target is still valid before attacking
221 setthink(e, Monster_Delay_Action);
222 e.nextthink = time + defer_amnt;
223 e.count = defer_amnt;
225 e.monster_delayedfunc = func;
226 e.cnt = repeat_count;
234 string get_monster_model_datafilename(string m, float sk, string fil)
239 m = "models/monsters/*_";
241 m = strcat(m, ftos(sk));
244 return strcat(m, ".", fil);
247 void Monster_Sound_Precache(string f)
251 fh = fopen(f, FILE_READ);
254 while((s = fgets(fh)))
256 if(tokenize_console(s) != 3)
258 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
261 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
266 void Monster_Sounds_Precache(entity this)
268 string m = this.monsterdef.m_model.model_str();
269 float globhandle, n, i;
272 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
275 n = search_getsize(globhandle);
276 for (i = 0; i < n; ++i)
278 //print(search_getfilename(globhandle, i), "\n");
279 f = search_getfilename(globhandle, i);
280 Monster_Sound_Precache(f);
282 search_end(globhandle);
285 void Monster_Sounds_Clear(entity this)
287 #define _MSOUND(m) strfree(this.monstersound_##m);
292 .string Monster_Sound_SampleField(string type)
294 GetMonsterSoundSampleField_notFound = 0;
297 #define _MSOUND(m) case #m: return monstersound_##m;
301 GetMonsterSoundSampleField_notFound = 1;
305 bool Monster_Sounds_Load(entity this, string f, int first)
309 float fh = fopen(f, FILE_READ);
312 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
315 while((s = fgets(fh)))
317 if(tokenize_console(s) != 3)
319 field = Monster_Sound_SampleField(argv(0));
320 if(GetMonsterSoundSampleField_notFound)
322 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
328 .int skin_for_monstersound;
329 void Monster_Sounds_Update(entity this)
331 if(this.skin == this.skin_for_monstersound) { return; }
333 this.skin_for_monstersound = this.skin;
334 Monster_Sounds_Clear(this);
335 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
336 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
339 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
341 if(!autocvar_g_monsters_sounds) { return; }
344 if(time < this.msound_delay)
346 string sample = this.(samplefield);
347 if (sample != "") sample = GlobalSound_sample(sample, random());
348 float myscale = ((this.scale) ? this.scale : 1); // safety net
349 // TODO: change volume depending on size too?
350 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
352 this.msound_delay = time + sound_delay;
356 // =======================
357 // Monster attack handlers
358 // =======================
360 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
362 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
364 setanim(this, anim, false, true, false);
366 if(this.animstate_endtime > time && IS_MONSTER(this))
367 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
369 this.attack_finished_single[0] = this.anim_finished = time + animtime;
371 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
373 if(trace_ent.takedamage)
374 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
379 bool Monster_Attack_Leap_Check(entity this, vector vel)
381 if(this.state && IS_MONSTER(this))
382 return false; // already attacking
383 if(!IS_ONGROUND(this))
384 return false; // not on the ground
385 if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
386 return false; // called when dead?
387 if(time < this.attack_finished_single[0])
388 return false; // still attacking
390 vector old = this.velocity;
393 tracetoss(this, this);
395 if(trace_ent != this.enemy)
401 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
403 if(!Monster_Attack_Leap_Check(this, vel))
406 setanim(this, anm, false, true, false);
408 if(this.animstate_endtime > time && IS_MONSTER(this))
409 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
411 this.attack_finished_single[0] = this.anim_finished = time + animtime;
414 this.state = MONSTER_ATTACK_RANGED;
415 settouch(this, touchfunc);
418 UNSET_ONGROUND(this);
423 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
425 int slot = weaponslot(weaponentity);
428 || (!this.monster_attackfunc)
429 || (time < this.attack_finished_single[slot])
432 if(vdist(targ.origin - this.origin, <=, this.attack_range))
434 monster_makevectors(this, targ);
435 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
436 if(attack_success == 1)
437 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
438 else if(attack_success > 0)
442 if(vdist(targ.origin - this.origin, >, this.attack_range))
444 monster_makevectors(this, targ);
445 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
446 if(attack_success == 1)
447 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
448 else if(attack_success > 0)
454 // ======================
455 // Main monster functions
456 // ======================
458 void Monster_UpdateModel(entity this)
460 // assume some defaults
461 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
462 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
463 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
464 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
465 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
466 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
467 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
468 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
469 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
470 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
472 // then get the real values
473 Monster mon = this.monsterdef;
474 mon.mr_anim(mon, this);
477 void Monster_Touch(entity this, entity toucher)
479 if(toucher == NULL) { return; }
481 if(toucher.monster_attack)
482 if(this.enemy != toucher)
483 if(!IS_MONSTER(toucher))
484 if(Monster_ValidTarget(this, toucher))
485 this.enemy = toucher;
488 void Monster_Miniboss_Check(entity this)
490 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
493 float chance = random() * 100;
495 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
498 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
499 this.effects |= EF_RED;
501 this.weapon = WEP_VORTEX.m_id;
505 bool Monster_Respawn_Check(entity this)
507 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
509 return true; // enabled by a mutator
511 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
514 if(!autocvar_g_monsters_respawn)
520 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
524 void Monster_Dead_Fade(entity this)
526 if(Monster_Respawn_Check(this))
528 this.spawnflags |= MONSTERFLAG_RESPAWNED;
529 setthink(this, Monster_Respawn);
530 this.nextthink = time + this.respawntime;
531 this.monster_lifetime = 0;
532 this.deadflag = DEAD_RESPAWNING;
533 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
535 this.pos1 = this.origin;
536 this.pos2 = this.angles;
538 this.event_damage = func_null;
539 this.event_heal = func_null;
540 this.takedamage = DAMAGE_NO;
541 setorigin(this, this.pos1);
542 this.angles = this.pos2;
543 SetResourceExplicit(this, RES_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) || GetResource(this.enemy, RES_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);
708 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
710 // update goal entity if lost
711 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
712 this.goalentity = find(NULL, targetname, this.target2);
714 if(STAT(FROZEN, this))
716 movelib_brake_simple(this, stpspeed);
717 setanim(this, this.anim_idle, true, false, false);
718 return; // no physics while frozen!
721 if(this.flags & FL_SWIM)
723 if(this.waterlevel < WATERLEVEL_WETFEET)
725 if(time >= this.last_trace)
727 this.last_trace = time + 0.4;
729 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
730 this.angles = '90 90 0';
733 this.velocity_y += random() * 50;
734 this.velocity_x -= random() * 50;
738 this.velocity_y -= random() * 50;
739 this.velocity_x += random() * 50;
741 this.velocity_z += random() * 150;
745 set_movetype(this, MOVETYPE_BOUNCE);
746 //this.velocity_z = -200;
750 else if(this.move_movetype == MOVETYPE_BOUNCE)
753 set_movetype(this, MOVETYPE_WALK);
757 entity targ = this.goalentity;
759 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
761 || this.draggedby != NULL
762 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
763 || time < game_starttime
764 || (autocvar_g_campaign && !campaign_bots_may_start)
765 || time < this.spawn_time)
767 runspeed = walkspeed = 0;
768 if(time >= this.spawn_time)
769 setanim(this, this.anim_idle, true, false, false);
770 movelib_brake_simple(this, stpspeed);
774 targ = M_ARGV(3, entity);
775 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
776 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
778 if(teamplay && autocvar_g_monsters_teams)
779 if(DIFF_TEAM(this.monster_follow, this))
780 this.monster_follow = NULL;
782 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
785 settouch(this, Monster_Touch);
788 if(this.state && time >= this.attack_finished_single[0])
789 this.state = 0; // attack is over
791 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
792 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
793 this.moveto = Monster_Move_Target(this, targ);
796 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
798 if(this.state == MONSTER_ATTACK_MELEE)
799 this.moveto = this.origin;
801 if(this.enemy && this.enemy.vehicle)
804 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
805 this.moveto_z = this.origin_z;
807 if(vdist(this.origin - this.moveto, >, 100))
809 bool do_run = (this.enemy || this.monster_moveto);
810 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
811 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
813 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);
824 entity e = this.goalentity; //find(NULL, targetname, this.target2);
825 if(e.target2 && e.target2 != "")
826 this.target2 = e.target2;
827 else if(e.target && e.target != "") // compatibility
828 this.target2 = e.target;
830 movelib_brake_simple(this, stpspeed);
831 if(time > this.anim_finished && time > this.pain_finished)
833 if(vdist(this.velocity, <=, 30))
834 setanim(this, this.anim_idle, true, false, false);
837 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
839 vector real_angle = vectoangles(this.steerto) - this.angles;
841 if(this.state == MONSTER_ATTACK_MELEE)
845 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
846 this.angles_y += turny;
850 void Monster_Remove(entity this)
853 return; // don't remove it?
855 if(!this) { return; }
857 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
858 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
860 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
862 .entity weaponentity = weaponentities[slot];
863 if(this.(weaponentity))
864 delete(this.(weaponentity));
866 if(this.iceblock) { delete(this.iceblock); }
867 WaypointSprite_Kill(this.sprite);
871 void Monster_Dead_Think(entity this)
873 this.nextthink = time + this.ticrate;
875 if(this.monster_lifetime != 0)
876 if(time >= this.monster_lifetime)
878 Monster_Dead_Fade(this);
883 void Monster_Appear(entity this, entity actor, entity trigger)
886 Monster_Spawn(this, false, this.monsterdef);
889 bool Monster_Appear_Check(entity this, Monster monster_id)
891 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
894 setthink(this, func_null);
895 this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
897 this.use = Monster_Appear;
898 this.flags = FL_MONSTER; // set so this monster can get butchered
903 void Monster_Reset(entity this)
905 setorigin(this, this.pos1);
906 this.angles = this.pos2;
908 Unfreeze(this, false); // remove any icy remains
910 SetResourceExplicit(this, RES_HEALTH, this.max_health);
911 this.velocity = '0 0 0';
913 this.goalentity = NULL;
914 this.attack_finished_single[0] = 0;
915 this.moveto = this.origin;
918 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
920 TakeResource(this, RES_HEALTH, damage);
922 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
924 if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
926 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
928 // number of monsters spawned with mobspawn command
931 setthink(this, SUB_Remove);
932 this.nextthink = time + 0.1;
933 this.event_damage = func_null;
937 void Monster_Dead(entity this, entity attacker, float gibbed)
939 setthink(this, Monster_Dead_Think);
940 this.nextthink = time;
941 this.monster_lifetime = time + 5;
943 if(STAT(FROZEN, this))
944 Unfreeze(this, false); // remove any icy remains
946 monster_dropitem(this, attacker);
948 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
950 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
951 monsters_killed += 1;
953 if(IS_PLAYER(attacker))
954 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
955 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
959 // number of monsters spawned with mobspawn command
963 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
964 _setmodel(this, this.mdl_dead);
966 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
967 this.event_heal = func_null;
968 this.solid = SOLID_CORPSE;
969 this.takedamage = DAMAGE_AIM;
970 this.deadflag = DEAD_DEAD;
972 set_movetype(this, MOVETYPE_TOSS);
973 this.moveto = this.origin;
974 settouch(this, Monster_Touch); // reset incase monster was pouncing
975 this.reset = func_null;
977 this.attack_finished_single[0] = 0;
980 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
981 this.velocity = '0 0 0';
983 CSQCModel_UnlinkEntity(this);
985 Monster mon = this.monsterdef;
986 mon.mr_death(mon, this);
988 if(this.candrop && this.weapon)
990 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
991 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
995 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
997 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1000 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1003 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1006 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1009 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1012 vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1016 Monster mon = this.monsterdef;
1017 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1021 TakeResource(this, RES_HEALTH, take);
1022 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1026 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1028 this.dmg_time = time;
1030 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1031 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1033 this.velocity += force * this.damageforcescale;
1035 if(deathtype != DEATH_DROWN.m_id && take)
1037 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1039 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1041 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1044 if(GetResource(this, RES_HEALTH) <= 0)
1046 if(deathtype == DEATH_KILL.m_id)
1047 this.candrop = false; // killed by mobkill command
1050 SUB_UseTargets(this, attacker, this.enemy);
1051 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1053 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1055 WaypointSprite_Kill(this.sprite);
1057 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1059 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1061 Violence_GibSplash(this, 1, 0.5, attacker);
1063 setthink(this, SUB_Remove);
1064 this.nextthink = time + 0.1;
1069 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1071 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1072 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1075 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1077 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1081 // don't check for enemies, just keep walking in a straight line
1082 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1084 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)
1087 if(time >= this.spawn_time)
1088 setanim(this, this.anim_idle, true, false, false);
1089 movelib_brake_simple(this, 0.6);
1093 makevectors(this.angles);
1094 vector a = CENTER_OR_VIEWOFS(this);
1095 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1097 traceline(a, b, MOVE_NORMAL, this);
1099 bool reverse = false;
1100 if(trace_fraction != 1.0)
1102 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1104 if(trace_ent && IS_MONSTER(trace_ent))
1107 if(!allow_jumpoff && IS_ONGROUND(this))
1109 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1110 if(trace_fraction == 1.0)
1116 this.angles_y = anglemods(this.angles_y - 180);
1117 makevectors(this.angles);
1120 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1122 if(time > this.pain_finished && time > this.attack_finished_single[0])
1124 if(vdist(this.velocity, >, 10))
1125 setanim(this, this.anim_walk, true, false, false);
1127 setanim(this, this.anim_idle, true, false, false);
1131 void Monster_Anim(entity this)
1133 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1138 // Decide on which death animation to use.
1140 deadbits = ANIMSTATE_DEAD1;
1142 deadbits = ANIMSTATE_DEAD2;
1147 // Clear a previous death animation.
1150 int animbits = deadbits;
1151 if(STAT(FROZEN, this))
1152 animbits |= ANIMSTATE_FROZEN;
1154 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1155 animdecide_setstate(this, animbits, false);
1156 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1158 /* // weapon entities for monsters?
1159 if (this.weaponentity)
1161 updateanim(this.weaponentity);
1162 if (!this.weaponentity.animstate_override)
1163 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1168 void Monster_Frozen_Think(entity this)
1170 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1172 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1173 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1175 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1177 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1178 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1180 if(STAT(REVIVE_PROGRESS, this) >= 1)
1181 Unfreeze(this, false);
1183 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1185 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1186 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1188 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1189 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1191 if(GetResource(this, RES_HEALTH) < 1)
1193 Unfreeze(this, false);
1194 if(this.event_damage)
1195 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1197 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1198 Unfreeze(this, false);
1200 // otherwise, no revival!
1202 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1205 void Monster_Enemy_Check(entity this)
1209 this.enemy = Monster_FindTarget(this);
1212 WarpZone_RefSys_Copy(this.enemy, this);
1213 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1214 // update move target immediately?
1215 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1216 this.monster_moveto = '0 0 0';
1217 this.monster_face = '0 0 0';
1219 //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)));
1220 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1225 void Monster_Think(entity this)
1227 setthink(this, Monster_Think);
1228 this.nextthink = time + this.ticrate;
1230 if(this.monster_lifetime && time >= this.monster_lifetime)
1232 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1236 if(STAT(FROZEN, this))
1237 Monster_Frozen_Think(this);
1238 else if(time >= this.last_enemycheck)
1240 Monster_Enemy_Check(this);
1241 this.last_enemycheck = time + 1; // check for enemies every second
1244 Monster mon = this.monsterdef;
1245 if(mon.mr_think(mon, this))
1247 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1249 .entity weaponentity = weaponentities[0]; // TODO?
1250 Monster_Attack_Check(this, this.enemy, weaponentity);
1255 CSQCMODEL_AUTOUPDATE(this);
1258 bool Monster_Spawn_Setup(entity this)
1260 Monster mon = this.monsterdef;
1261 mon.mr_setup(mon, this);
1263 // ensure some basic needs are met
1264 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1265 if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1266 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1267 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1268 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1269 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1270 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1272 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1274 Monster_Miniboss_Check(this);
1275 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1278 this.skin = rint(random() * 4);
1281 this.max_health = GetResource(this, RES_HEALTH);
1282 this.pain_finished = this.nextthink;
1284 if(IS_PLAYER(this.monster_follow))
1285 this.effects |= EF_DIMLIGHT;
1287 if(!this.wander_delay) { this.wander_delay = 2; }
1288 if(!this.wander_distance) { this.wander_distance = 600; }
1290 Monster_Sounds_Precache(this);
1291 Monster_Sounds_Update(this);
1295 if(!this.monster_attack)
1296 IL_PUSH(g_monster_targets, this);
1297 this.monster_attack = true; // we can have monster enemies in team games
1300 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1302 if(autocvar_g_monsters_healthbars)
1304 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1305 wp.wp_extra = this.monsterdef.monsterid;
1306 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1307 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1309 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1310 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1314 setthink(this, Monster_Think);
1315 this.nextthink = time + this.ticrate;
1317 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1323 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1325 // setup the basic required properties for a monster
1327 if(!mon || mon == MON_Null) { return false; } // invalid monster
1328 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1330 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1332 IL_PUSH(g_monsters, this);
1333 if(this.mdl && this.mdl != "")
1334 precache_model(this.mdl);
1335 if(this.mdl_dead && this.mdl_dead != "")
1336 precache_model(this.mdl_dead);
1339 if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1341 if(!this.monster_skill)
1342 this.monster_skill = cvar("g_monsters_skill");
1344 // support for quake style removing monsters based on skill
1345 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1346 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1347 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1349 if(this.team && !teamplay)
1352 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1353 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1354 monsters_total += 1;
1356 if(this.mdl && this.mdl != "")
1357 _setmodel(this, this.mdl);
1359 setmodel(this, mon.m_model);
1361 this.flags = FL_MONSTER;
1362 this.classname = "monster";
1363 this.takedamage = DAMAGE_AIM;
1364 if(!this.bot_attack)
1365 IL_PUSH(g_bot_targets, this);
1366 this.bot_attack = true;
1367 this.iscreature = true;
1368 this.teleportable = true;
1369 if(!this.damagedbycontents)
1370 IL_PUSH(g_damagedbycontents, this);
1371 this.damagedbycontents = true;
1372 this.monsterdef = mon;
1373 this.event_damage = Monster_Damage;
1374 this.event_heal = Monster_Heal;
1375 settouch(this, Monster_Touch);
1376 this.use = Monster_Use;
1377 this.solid = SOLID_BBOX;
1378 set_movetype(this, MOVETYPE_WALK);
1379 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1381 this.velocity = '0 0 0';
1382 this.moveto = this.origin;
1383 this.pos1 = this.origin;
1384 this.pos2 = this.angles;
1385 this.reset = Monster_Reset;
1386 this.netname = mon.netname;
1387 this.monster_attackfunc = mon.monster_attackfunc;
1388 this.monster_name = mon.monster_name;
1389 this.candrop = true;
1390 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1391 this.oldtarget2 = this.target2;
1392 //this.pass_distance = 0;
1393 this.deadflag = DEAD_NO;
1394 this.spawn_time = time;
1396 this.monster_moveto = '0 0 0';
1397 this.monster_face = '0 0 0';
1398 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1400 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1401 if(!this.scale) { this.scale = 1; }
1402 if(autocvar_g_monsters_edit) { this.grab = 1; }
1403 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1404 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1405 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1407 if(autocvar_g_playerclip_collisions)
1408 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1410 if(mon.spawnflags & MONSTER_TYPE_FLY)
1412 this.flags |= FL_FLY;
1413 set_movetype(this, MOVETYPE_FLY);
1416 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1418 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1421 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1422 if(autocvar_g_monsters_quake_resize)
1426 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1428 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1430 Monster_UpdateModel(this);
1432 if(!Monster_Spawn_Setup(this))
1434 Monster_Remove(this);
1440 setorigin(this, this.origin + '0 0 20');
1441 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1442 setorigin(this, trace_endpos);
1445 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1446 monster_setupcolors(this);
1448 CSQCMODEL_AUTOINIT(this);