1 #include "sv_monsters.qh"
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
26 void monsters_setstatus(entity this)
28 this.stat_monsters_total = monsters_total;
29 this.stat_monsters_killed = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
38 entity e = new(droppedweapon); // use weapon handling to remove it on touch
39 e.spawnfunc_checked = true;
41 e.monster_loot = this.monster_loot;
43 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44 e = M_ARGV(1, entity);
46 if(e && e.monster_loot)
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 FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
130 if(Monster_ValidTarget(this, it))
132 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
133 vector targ_center = CENTER_OR_VIEWOFS(it);
137 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
139 { closest_target = it; }
141 else { closest_target = it; }
145 return closest_target;
148 void monster_setupcolors(entity this)
150 if(IS_PLAYER(this.realowner))
151 this.colormap = this.realowner.colormap;
152 else if(teamplay && this.team)
153 this.colormap = 1024 + (this.team - 1) * 17;
156 if(this.monster_skill <= MONSTER_SKILL_EASY)
157 this.colormap = 1029;
158 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
159 this.colormap = 1027;
160 else if(this.monster_skill <= MONSTER_SKILL_HARD)
161 this.colormap = 1038;
162 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
163 this.colormap = 1028;
164 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
165 this.colormap = 1032;
167 this.colormap = 1024;
170 if(this.colormap > 0)
171 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
173 this.glowmod = '1 1 1';
176 void monster_changeteam(entity this, int newteam)
178 if(!teamplay) { return; }
181 this.monster_attack = true; // new team, activate attacking
182 monster_setupcolors(this);
186 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
188 this.sprite.team = newteam;
189 this.sprite.SendFlags |= 1;
193 .void(entity) monster_delayedfunc;
194 void Monster_Delay_Action(entity this)
196 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
201 setthink(this, Monster_Delay_Action);
202 this.nextthink = time + this.count;
206 setthink(this, SUB_Remove);
207 this.nextthink = time;
211 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
213 // deferred attacking, checks if monster is still alive and target is still valid before attacking
216 setthink(e, Monster_Delay_Action);
217 e.nextthink = time + defer_amnt;
218 e.count = defer_amnt;
220 e.monster_delayedfunc = func;
221 e.cnt = repeat_count;
229 string get_monster_model_datafilename(string m, float sk, string fil)
234 m = "models/monsters/*_";
236 m = strcat(m, ftos(sk));
239 return strcat(m, ".", fil);
242 void Monster_Sound_Precache(string f)
246 fh = fopen(f, FILE_READ);
249 while((s = fgets(fh)))
251 if(tokenize_console(s) != 3)
253 LOG_TRACE("Invalid sound info line: ", s);
256 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
261 void Monster_Sounds_Precache(entity this)
263 string m = (Monsters_from(this.monsterid)).m_model.model_str();
264 float globhandle, n, i;
267 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
270 n = search_getsize(globhandle);
271 for (i = 0; i < n; ++i)
273 //print(search_getfilename(globhandle, i), "\n");
274 f = search_getfilename(globhandle, i);
275 Monster_Sound_Precache(f);
277 search_end(globhandle);
280 void Monster_Sounds_Clear(entity this)
282 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
287 .string Monster_Sound_SampleField(string type)
289 GetMonsterSoundSampleField_notFound = 0;
292 #define _MSOUND(m) case #m: return monstersound_##m;
296 GetMonsterSoundSampleField_notFound = 1;
300 bool Monster_Sounds_Load(entity this, string f, int first)
304 float fh = fopen(f, FILE_READ);
307 LOG_TRACE("Monster sound file not found: ", f);
310 while((s = fgets(fh)))
312 if(tokenize_console(s) != 3)
314 field = Monster_Sound_SampleField(argv(0));
315 if(GetMonsterSoundSampleField_notFound)
318 strunzone(this.(field));
319 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
325 .int skin_for_monstersound;
326 void Monster_Sounds_Update(entity this)
328 if(this.skin == this.skin_for_monstersound) { return; }
330 this.skin_for_monstersound = this.skin;
331 Monster_Sounds_Clear(this);
332 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
333 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
336 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
338 if(!autocvar_g_monsters_sounds) { return; }
341 if(time < this.msound_delay)
343 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
345 this.msound_delay = time + sound_delay;
349 // =======================
350 // Monster attack handlers
351 // =======================
353 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
355 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
357 setanim(this, anim, false, true, false);
359 if(this.animstate_endtime > time && IS_MONSTER(this))
360 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
362 this.attack_finished_single[0] = this.anim_finished = time + animtime;
364 monster_makevectors(this, targ);
366 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
368 if(trace_ent.takedamage)
369 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
374 bool Monster_Attack_Leap_Check(entity this, vector vel)
376 if(this.state && IS_MONSTER(this))
377 return false; // already attacking
378 if(!IS_ONGROUND(this))
379 return false; // not on the ground
380 if(this.health <= 0 || IS_DEAD(this))
381 return false; // called when dead?
382 if(time < this.attack_finished_single[0])
383 return false; // still attacking
385 vector old = this.velocity;
388 tracetoss(this, this);
390 if(trace_ent != this.enemy)
396 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
398 if(!Monster_Attack_Leap_Check(this, vel))
401 setanim(this, anm, false, true, false);
403 if(this.animstate_endtime > time && IS_MONSTER(this))
404 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
406 this.attack_finished_single[0] = this.anim_finished = time + animtime;
409 this.state = MONSTER_ATTACK_RANGED;
410 settouch(this, touchfunc);
413 UNSET_ONGROUND(this);
418 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
420 int slot = weaponslot(weaponentity);
423 || (!this.monster_attackfunc)
424 || (time < this.attack_finished_single[slot])
427 if(vdist(targ.origin - this.origin, <=, this.attack_range))
429 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
430 if(attack_success == 1)
431 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
432 else if(attack_success > 0)
436 if(vdist(targ.origin - this.origin, >, this.attack_range))
438 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
439 if(attack_success == 1)
440 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
441 else if(attack_success > 0)
447 // ======================
448 // Main monster functions
449 // ======================
451 void Monster_UpdateModel(entity this)
453 // assume some defaults
454 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
455 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
456 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
457 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
458 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
459 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
460 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
461 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
462 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
463 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
465 // then get the real values
466 Monster mon = Monsters_from(this.monsterid);
467 mon.mr_anim(mon, this);
470 void Monster_Touch(entity this, entity toucher)
472 if(toucher == NULL) { return; }
474 if(toucher.monster_attack)
475 if(this.enemy != toucher)
476 if(!IS_MONSTER(toucher))
477 if(Monster_ValidTarget(this, toucher))
478 this.enemy = toucher;
481 void Monster_Miniboss_Check(entity this)
483 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
486 float chance = random() * 100;
488 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
489 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
491 this.health += autocvar_g_monsters_miniboss_healthboost;
492 this.effects |= EF_RED;
494 this.weapon = WEP_VORTEX.m_id;
498 bool Monster_Respawn_Check(entity this)
500 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
501 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
502 return true; // enabled by a mutator
504 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
507 if(!autocvar_g_monsters_respawn)
513 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
517 void Monster_Dead_Fade(entity this)
519 if(Monster_Respawn_Check(this))
521 this.spawnflags |= MONSTERFLAG_RESPAWNED;
522 setthink(this, Monster_Respawn);
523 this.nextthink = time + this.respawntime;
524 this.monster_lifetime = 0;
525 this.deadflag = DEAD_RESPAWNING;
526 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
528 this.pos1 = this.origin;
529 this.pos2 = this.angles;
531 this.event_damage = func_null;
532 this.takedamage = DAMAGE_NO;
533 setorigin(this, this.pos1);
534 this.angles = this.pos2;
535 this.health = this.max_health;
536 setmodel(this, MDL_Null);
540 // number of monsters spawned with mobspawn command
543 SUB_SetFade(this, time + 3, 1);
547 void Monster_Use(entity this, entity actor, entity trigger)
549 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
552 .float pass_distance;
553 vector Monster_Move_Target(entity this, entity targ)
555 // enemy is always preferred target
558 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
559 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
560 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
562 // cases where the enemy may have changed their state (don't need to check everything here)
564 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
565 || (STAT(FROZEN, this.enemy))
566 || (this.enemy.flags & FL_NOTARGET)
567 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
568 || (this.enemy.takedamage == DAMAGE_NO)
569 || (vdist(this.origin - targ_origin, >, this.target_range))
570 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
573 this.pass_distance = 0;
578 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
579 print("Trace origin: ", vtos(targ_origin), "\n");
580 print("Target origin: ", vtos(this.enemy.origin), "\n");
581 print("My origin: ", vtos(this.origin), "\n"); */
583 this.monster_movestate = MONSTER_MOVE_ENEMY;
584 this.last_trace = time + 1.2;
585 if(this.monster_moveto)
586 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
591 /*makevectors(this.angles);
592 this.monster_movestate = MONSTER_MOVE_ENEMY;
593 this.last_trace = time + 1.2;
594 return this.enemy.origin; */
597 switch(this.monster_moveflags)
599 case MONSTER_MOVE_FOLLOW:
601 this.monster_movestate = MONSTER_MOVE_FOLLOW;
602 this.last_trace = time + 0.3;
603 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
605 case MONSTER_MOVE_SPAWNLOC:
607 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
608 this.last_trace = time + 2;
611 case MONSTER_MOVE_NOMOVE:
613 if(this.monster_moveto)
615 this.last_trace = time + 0.5;
616 return this.monster_moveto;
620 this.monster_movestate = MONSTER_MOVE_NOMOVE;
621 this.last_trace = time + 2;
626 case MONSTER_MOVE_WANDER:
629 this.monster_movestate = MONSTER_MOVE_WANDER;
631 if(this.monster_moveto)
633 this.last_trace = time + 0.5;
634 pos = this.monster_moveto;
638 this.last_trace = time + 0.5;
643 this.last_trace = time + this.wander_delay;
645 this.angles_y = rint(random() * 500);
646 makevectors(this.angles);
647 pos = this.origin + v_forward * this.wander_distance;
649 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
651 pos.z = random() * 200;
662 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
664 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
665 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
666 float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
667 //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; }
686 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
688 vector desired_direction = normalize(targpos - from);
689 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
690 else { this.velocity = (desired_direction * movespeed); }
692 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
693 //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) == 2)
707 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
708 this.health = max(1, this.revive_progress * this.max_health);
709 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
711 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
712 WaypointSprite_UpdateHealth(this.sprite, this.health);
714 movelib_brake_simple(this, stpspeed);
715 setanim(this, this.anim_idle, true, false, false);
718 this.nextthink = time + this.ticrate;
720 if(this.revive_progress >= 1)
725 else if(STAT(FROZEN, this) == 3)
727 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
728 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
730 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
731 WaypointSprite_UpdateHealth(this.sprite, this.health);
733 movelib_brake_simple(this, stpspeed);
734 setanim(this, this.anim_idle, true, false, false);
737 this.nextthink = time + this.ticrate;
743 if(this.event_damage)
744 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
747 else if ( this.revive_progress <= 0 )
753 if(this.flags & FL_SWIM)
755 if(this.waterlevel < WATERLEVEL_WETFEET)
757 if(time >= this.last_trace)
759 this.last_trace = time + 0.4;
761 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
762 this.angles = '90 90 0';
765 this.velocity_y += random() * 50;
766 this.velocity_x -= random() * 50;
770 this.velocity_y -= random() * 50;
771 this.velocity_x += random() * 50;
773 this.velocity_z += random() * 150;
777 set_movetype(this, MOVETYPE_BOUNCE);
778 //this.velocity_z = -200;
782 else if(this.move_movetype == MOVETYPE_BOUNCE)
785 set_movetype(this, MOVETYPE_WALK);
789 entity targ = this.goalentity;
791 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
793 || this.draggedby != NULL
794 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
795 || time < game_starttime
796 || (autocvar_g_campaign && !campaign_bots_may_start)
797 || time < this.spawn_time)
799 runspeed = walkspeed = 0;
800 if(time >= this.spawn_time)
801 setanim(this, this.anim_idle, true, false, false);
802 movelib_brake_simple(this, stpspeed);
806 targ = M_ARGV(3, entity);
807 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
808 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
810 if(teamplay && autocvar_g_monsters_teams)
811 if(DIFF_TEAM(this.monster_follow, this))
812 this.monster_follow = NULL;
814 if(time >= this.last_enemycheck)
818 this.enemy = Monster_FindTarget(this);
821 WarpZone_RefSys_Copy(this.enemy, this);
822 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
823 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
824 this.monster_moveto = '0 0 0';
825 this.monster_face = '0 0 0';
827 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)));
828 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
832 this.last_enemycheck = time + 1; // check for enemies every second
835 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
838 settouch(this, Monster_Touch);
841 if(this.state && time >= this.attack_finished_single[0])
842 this.state = 0; // attack is over
844 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
845 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
846 this.moveto = Monster_Move_Target(this, targ);
849 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
851 if(this.state == MONSTER_ATTACK_MELEE)
852 this.moveto = this.origin;
854 if(this.enemy && this.enemy.vehicle)
857 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
858 this.moveto_z = this.origin_z;
860 if(vdist(this.origin - this.moveto, >, 100))
862 bool do_run = (this.enemy || this.monster_moveto);
863 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
864 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
866 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
868 if(vdist(this.velocity, >, 10))
869 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
871 setanim(this, this.anim_idle, true, false, false);
875 entity e = this.goalentity; //find(NULL, targetname, this.target2);
876 if(e.target2 && e.target2 != "")
877 this.target2 = e.target2;
878 else if(e.target && e.target != "") // compatibility
879 this.target2 = e.target;
881 movelib_brake_simple(this, stpspeed);
882 if(time > this.anim_finished && time > this.pain_finished)
884 if(vdist(this.velocity, <=, 30))
885 setanim(this, this.anim_idle, true, false, false);
888 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
890 vector real_angle = vectoangles(this.steerto) - this.angles;
892 if(this.state == MONSTER_ATTACK_MELEE)
896 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
897 this.angles_y += turny;
900 .entity weaponentity = weaponentities[0]; // TODO?
901 Monster_Attack_Check(this, this.enemy, weaponentity);
904 void Monster_Remove(entity this)
907 return; // don't remove it?
909 if(!this) { return; }
911 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
912 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
914 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
916 .entity weaponentity = weaponentities[slot];
917 if(this.(weaponentity))
918 delete(this.(weaponentity));
920 if(this.iceblock) { delete(this.iceblock); }
921 WaypointSprite_Kill(this.sprite);
925 void Monster_Dead_Think(entity this)
927 this.nextthink = time + this.ticrate;
929 if(this.monster_lifetime != 0)
930 if(time >= this.monster_lifetime)
932 Monster_Dead_Fade(this);
937 void Monster_Appear(entity this, entity actor, entity trigger)
940 Monster_Spawn(this, false, this.monsterid);
943 bool Monster_Appear_Check(entity this, int monster_id)
945 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
948 setthink(this, func_null);
949 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
951 this.use = Monster_Appear;
952 this.flags = FL_MONSTER; // set so this monster can get butchered
957 void Monster_Reset(entity this)
959 setorigin(this, this.pos1);
960 this.angles = this.pos2;
962 Unfreeze(this); // remove any icy remains
964 this.health = this.max_health;
965 this.velocity = '0 0 0';
967 this.goalentity = NULL;
968 this.attack_finished_single[0] = 0;
969 this.moveto = this.origin;
972 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
974 this.health -= damage;
976 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
978 if(this.health <= -50) // 100 health until gone?
980 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
982 // number of monsters spawned with mobspawn command
985 setthink(this, SUB_Remove);
986 this.nextthink = time + 0.1;
987 this.event_damage = func_null;
991 void Monster_Dead(entity this, entity attacker, float gibbed)
993 setthink(this, Monster_Dead_Think);
994 this.nextthink = time;
995 this.monster_lifetime = time + 5;
997 if(STAT(FROZEN, this))
999 Unfreeze(this); // remove any icy remains
1000 this.health = 0; // reset by Unfreeze
1003 monster_dropitem(this, attacker);
1005 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1007 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1008 monsters_killed += 1;
1010 if(IS_PLAYER(attacker))
1011 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1012 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1016 // number of monsters spawned with mobspawn command
1020 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
1021 _setmodel(this, this.mdl_dead);
1023 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1024 this.solid = SOLID_CORPSE;
1025 this.takedamage = DAMAGE_AIM;
1026 this.deadflag = DEAD_DEAD;
1028 set_movetype(this, MOVETYPE_TOSS);
1029 this.moveto = this.origin;
1030 settouch(this, Monster_Touch); // reset incase monster was pouncing
1031 this.reset = func_null;
1033 this.attack_finished_single[0] = 0;
1036 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1037 this.velocity = '0 0 0';
1039 CSQCModel_UnlinkEntity(this);
1041 Monster mon = Monsters_from(this.monsterid);
1042 mon.mr_death(mon, this);
1044 if(this.candrop && this.weapon)
1046 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1047 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
1051 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1053 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1056 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1059 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1062 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1065 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1068 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1072 Monster mon = Monsters_from(this.monsterid);
1073 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1077 this.health -= take;
1078 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1082 WaypointSprite_UpdateHealth(this.sprite, this.health);
1084 this.dmg_time = time;
1086 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1087 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1089 this.velocity += force * this.damageforcescale;
1091 if(deathtype != DEATH_DROWN.m_id && take)
1093 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1095 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1097 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1100 if(this.health <= 0)
1102 if(deathtype == DEATH_KILL.m_id)
1103 this.candrop = false; // killed by mobkill command
1106 SUB_UseTargets(this, attacker, this.enemy);
1107 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1109 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1111 WaypointSprite_Kill(this.sprite);
1113 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1115 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1117 Violence_GibSplash(this, 1, 0.5, attacker);
1119 setthink(this, SUB_Remove);
1120 this.nextthink = time + 0.1;
1125 // don't check for enemies, just keep walking in a straight line
1126 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1128 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)
1131 if(time >= this.spawn_time)
1132 setanim(this, this.anim_idle, true, false, false);
1133 movelib_brake_simple(this, 0.6);
1137 makevectors(this.angles);
1138 vector a = CENTER_OR_VIEWOFS(this);
1139 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1141 traceline(a, b, MOVE_NORMAL, this);
1143 bool reverse = false;
1144 if(trace_fraction != 1.0)
1146 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1148 if(trace_ent && IS_MONSTER(trace_ent))
1151 // TODO: fix this... tracing is broken if the floor is thin
1156 traceline(b, a, MOVE_WORLDONLY, this);
1157 if(trace_fraction == 1.0)
1163 this.angles_y = anglemods(this.angles_y - 180);
1164 makevectors(this.angles);
1167 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1169 if(time > this.pain_finished && time > this.attack_finished_single[0])
1170 if(vdist(this.velocity, >, 10))
1171 setanim(this, this.anim_walk, true, false, false);
1173 setanim(this, this.anim_idle, true, false, false);
1176 void Monster_Anim(entity this)
1178 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1183 // Decide on which death animation to use.
1185 deadbits = ANIMSTATE_DEAD1;
1187 deadbits = ANIMSTATE_DEAD2;
1192 // Clear a previous death animation.
1195 int animbits = deadbits;
1196 if(STAT(FROZEN, this))
1197 animbits |= ANIMSTATE_FROZEN;
1199 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1200 animdecide_setstate(this, animbits, false);
1201 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1203 /* // weapon entities for monsters?
1204 if (this.weaponentity)
1206 updateanim(this.weaponentity);
1207 if (!this.weaponentity.animstate_override)
1208 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1213 void Monster_Think(entity this)
1215 setthink(this, Monster_Think);
1216 this.nextthink = time + this.ticrate;
1218 if(this.monster_lifetime && time >= this.monster_lifetime)
1220 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1224 Monster mon = Monsters_from(this.monsterid);
1225 if(mon.mr_think(mon, this))
1226 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1230 CSQCMODEL_AUTOUPDATE(this);
1233 bool Monster_Spawn_Setup(entity this)
1235 Monster mon = Monsters_from(this.monsterid);
1236 mon.mr_setup(mon, this);
1238 // ensure some basic needs are met
1239 if(!this.health) { this.health = 100; }
1240 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1241 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1242 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1243 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1244 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1245 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1247 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1249 Monster_Miniboss_Check(this);
1250 this.health *= MONSTER_SKILLMOD(this);
1253 this.skin = rint(random() * 4);
1256 this.max_health = this.health;
1257 this.pain_finished = this.nextthink;
1259 if(IS_PLAYER(this.monster_follow))
1260 this.effects |= EF_DIMLIGHT;
1262 if(!this.wander_delay) { this.wander_delay = 2; }
1263 if(!this.wander_distance) { this.wander_distance = 600; }
1265 Monster_Sounds_Precache(this);
1266 Monster_Sounds_Update(this);
1269 this.monster_attack = true; // we can have monster enemies in team games
1271 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1273 if(autocvar_g_monsters_healthbars)
1275 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1276 wp.wp_extra = this.monsterid;
1277 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1278 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1280 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1281 WaypointSprite_UpdateHealth(this.sprite, this.health);
1285 setthink(this, Monster_Think);
1286 this.nextthink = time + this.ticrate;
1288 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1294 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1296 // setup the basic required properties for a monster
1297 entity mon = Monsters_from(mon_id);
1298 if(!mon.monsterid) { return false; } // invalid monster
1300 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1302 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1304 IL_PUSH(g_monsters, this);
1305 if(this.mdl && this.mdl != "")
1306 precache_model(this.mdl);
1307 if(this.mdl_dead && this.mdl_dead != "")
1308 precache_model(this.mdl_dead);
1311 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1313 if(!this.monster_skill)
1314 this.monster_skill = cvar("g_monsters_skill");
1316 // support for quake style removing monsters based on skill
1317 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1318 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1319 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1321 if(this.team && !teamplay)
1324 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1325 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1326 monsters_total += 1;
1328 if(this.mdl && this.mdl != "")
1329 _setmodel(this, this.mdl);
1331 setmodel(this, mon.m_model);
1333 this.flags = FL_MONSTER;
1334 this.classname = "monster";
1335 this.takedamage = DAMAGE_AIM;
1336 if(!this.bot_attack)
1337 IL_PUSH(g_bot_targets, this);
1338 this.bot_attack = true;
1339 this.iscreature = true;
1340 this.teleportable = true;
1341 if(!this.damagedbycontents)
1342 IL_PUSH(g_damagedbycontents, this);
1343 this.damagedbycontents = true;
1344 this.monsterid = mon_id;
1345 this.event_damage = Monster_Damage;
1346 settouch(this, Monster_Touch);
1347 this.use = Monster_Use;
1348 this.solid = SOLID_BBOX;
1349 set_movetype(this, MOVETYPE_WALK);
1350 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1352 this.velocity = '0 0 0';
1353 this.moveto = this.origin;
1354 this.pos1 = this.origin;
1355 this.pos2 = this.angles;
1356 this.reset = Monster_Reset;
1357 this.netname = mon.netname;
1358 this.monster_attackfunc = mon.monster_attackfunc;
1359 this.monster_name = mon.monster_name;
1360 this.candrop = true;
1361 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1362 this.oldtarget2 = this.target2;
1363 this.pass_distance = 0;
1364 this.deadflag = DEAD_NO;
1365 this.spawn_time = time;
1367 this.monster_moveto = '0 0 0';
1368 this.monster_face = '0 0 0';
1369 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1371 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1372 if(!this.scale) { this.scale = 1; }
1373 if(autocvar_g_monsters_edit) { this.grab = 1; }
1374 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1375 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1376 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1378 if(autocvar_g_playerclip_collisions)
1379 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1381 if(mon.spawnflags & MONSTER_TYPE_FLY)
1383 this.flags |= FL_FLY;
1384 set_movetype(this, MOVETYPE_FLY);
1387 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1389 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1392 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1393 if(autocvar_g_monsters_quake_resize)
1397 setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1399 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1401 Monster_UpdateModel(this);
1403 if(!Monster_Spawn_Setup(this))
1405 Monster_Remove(this);
1411 setorigin(this, this.origin + '0 0 20');
1412 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1413 setorigin(this, trace_endpos);
1416 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1417 monster_setupcolors(this);
1419 CSQCMODEL_AUTOINIT(this);