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Fix dead monsters not disappearing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void M_Item_Touch ()
4 {
5         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
6         {
7                 Item_Touch();
8                 self.think = SUB_Remove;
9                 self.nextthink = time + 0.1;
10         }
11 }
12
13 void monster_item_spawn()
14 {
15         self.monster_delayedattack();
16         
17         self.think = SUB_Remove;
18         self.nextthink = time + 5;
19         self.gravity = 1;
20         self.velocity = randomvec() * 175 + '0 0 325';
21         self.touch = M_Item_Touch;
22         
23         SUB_SetFade(self, time + 5, 1);
24 }
25
26 void Monster_DropItem (string itype, string itemsize)
27 {
28         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
29         entity e = spawn();
30         
31         setorigin(e, org);
32         
33         switch(itype)
34         {
35                 case "armor":
36                 {
37                         switch(itemsize)
38                         {
39                                 case "mega": e.monster_delayedattack = spawnfunc_item_armor_large; break;
40                                 case "large": e.monster_delayedattack = spawnfunc_item_armor_big; break;
41                                 case "medium": e.monster_delayedattack = spawnfunc_item_armor_medium; break;
42                                 case "small": e.monster_delayedattack = spawnfunc_item_armor_small; break;
43                         }
44                         break; // break here?
45                 }
46                 case "health":
47                 {
48                         switch(itemsize)
49                         {
50                                 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
51                                 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
52                                 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
53                                 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
54                         }
55                         break; // break here?
56                 }
57                 case "ammo":
58                 {
59                         switch(itemsize)
60                         {
61                                 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
62                                 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
63                                 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
64                                 case "bullets":
65                                 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
66                         }
67                         break;
68                 }
69         }
70         
71         if(g_minstagib)
72                 e.monster_delayedattack = spawnfunc_item_minst_cells;
73                 
74         e.think = monster_item_spawn;
75         e.nextthink = time + 0.1;
76 }
77
78 void monsters_setframe(float _frame)
79 {
80         if(self.frame == _frame)
81                 return;
82                 
83         self.anim_start_time = time;
84         self.frame = _frame;
85         self.SendFlags |= MSF_ANIM;
86 }
87
88 float monster_isvalidtarget (entity targ, entity ent)
89 {
90         if(!targ || !ent)
91                 return FALSE; // someone doesn't exist
92                 
93         if(time < game_starttime)
94                 return FALSE; // monsters do nothing before the match has started
95                 
96         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
97         
98         if(vlen(targ.origin - ent.origin) >= ent.target_range)
99                 return FALSE; // enemy is too far away
100                 
101         if not(targ.vehicle_flags & VHF_ISVEHICLE)
102         if(trace_ent != targ)
103                 return FALSE; // we can't see the enemy
104                 
105         if(targ.takedamage == DAMAGE_NO)
106                 return FALSE; // enemy can't be damaged
107                 
108         if(targ.items & IT_INVISIBILITY)
109                 return FALSE; // enemy is invisible
110         
111         if(IS_SPEC(targ) || IS_OBSERVER(targ))
112                 return FALSE; // enemy is a spectator
113         
114         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
115         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
116                 return FALSE; // enemy/self is dead
117         
118         if(targ.monster_owner == ent || ent.monster_owner == targ)
119                 return FALSE; // enemy owns us, or we own them
120         
121         if not(targ.vehicle_flags & VHF_ISVEHICLE)
122         if(targ.flags & FL_NOTARGET)
123                 return FALSE; // enemy can't be targetted
124         
125         if not(autocvar_g_monsters_typefrag)
126         if(targ.BUTTON_CHAT)
127                 return FALSE; // no typefragging!
128         
129         if not(IsDifferentTeam(targ, ent))
130                 return FALSE; // enemy is on our team
131         
132         return TRUE;
133 }
134
135 entity FindTarget (entity ent) 
136 {
137         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
138         entity e;
139         
140         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
141         if(monster_isvalidtarget(e, ent))
142                 return e;
143
144         return world;
145 }
146
147 void MonsterTouch ()
148 {
149         if(other == world)
150                 return;
151                 
152         if(self.enemy != other)
153         if not(other.flags & FL_MONSTER)
154         if(monster_isvalidtarget(other, self))
155                 self.enemy = other;
156 }
157
158 void monster_sound(string msound, float sound_delay, float delaytoo)
159 {
160         if(delaytoo && time < self.msound_delay)
161                 return; // too early
162                 
163         if(msound == "")
164                 return; // sound doesn't exist
165
166         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
167
168         self.msound_delay = time + sound_delay;
169 }
170
171 void monster_precachesounds(entity e)
172 {
173         precache_sound(e.msound_idle);
174         precache_sound(e.msound_death);
175         precache_sound(e.msound_attack_melee);
176         precache_sound(e.msound_attack_ranged);
177         precache_sound(e.msound_sight);
178         precache_sound(e.msound_pain);
179 }
180
181 void monster_setupsounds(string mon)
182 {
183         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
184         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
185         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
186         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
187         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
188         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
189 }
190
191 void monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
192 {
193         float bigdmg, dot, rdmg = damg * random();
194
195         if (self.health <= 0)
196                 return;
197         if (targ == world)
198                 return;
199                 
200         if(dostop)
201         {
202                 self.velocity_x = 0;
203                 self.velocity_y = 0;
204                 self.state = MONSTER_STATE_ATTACK_MELEE;
205                 self.SendFlags |= MSF_MOVE;
206         }
207
208         makevectors (self.angles);
209         dot = normalize (targ.origin - self.origin) * v_forward;
210         
211         bigdmg = rdmg * self.scale;
212         
213         if(dot > er)
214                 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
215 }
216
217 void Monster_CheckDropCvars (string mon)
218 {
219         if not(self.candrop)
220                 return; // forced off
221         
222         string dropitem;
223         string dropsize;
224         
225         dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
226         dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
227         
228         monster_dropitem = dropitem;
229         monster_dropsize = dropsize;
230         MUTATOR_CALLHOOK(MonsterDropItem);
231         dropitem = monster_dropitem;
232         dropsize = monster_dropsize;
233         
234         if(autocvar_g_monsters_forcedrop)
235                 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
236         else if(dropitem != "")
237                 Monster_DropItem(dropitem, dropsize);      
238         else
239                 Monster_DropItem("armor", "medium");
240 }
241
242 void ScaleMonster (float scle, vector min_s, vector max_s)
243 {
244         // this should prevent monster from falling through floor when scale changes
245         self.scale = scle;
246         setsize(self, min_s * scle, max_s * scle);
247         setorigin(self, self.origin + ('0 0 30' * scle));
248         self.SendFlags |= MSF_SIZE | MSF_MOVE;
249 }
250
251 void Monster_CheckMinibossFlag ()
252 {
253         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
254                 return;
255                 
256         if(self.spawnflags & MONSTERFLAG_GIANT)
257                 return; // 1 size modifier at a time
258                 
259         float chance = random() * 100;
260
261         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
262         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
263         {
264                 self.health += autocvar_g_monsters_miniboss_healthboost;
265                 ScaleMonster(1.5, self.mins, self.maxs);
266                 self.flags |= MONSTERFLAG_MINIBOSS;
267                 if not(self.weapon)
268                         self.weapon = WEP_NEX;
269         }
270 }
271
272 float Monster_CanRespawn(entity ent)
273 {
274         other = ent;
275         if(MUTATOR_CALLHOOK(MonsterRespawn))
276                 return TRUE; // enabled by a mutator
277                 
278         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
279                 return FALSE;
280                 
281         if not(autocvar_g_monsters_respawn)
282                 return FALSE;
283                 
284         return TRUE;
285 }
286
287 void Monster_Fade ()
288 {
289         if(Monster_CanRespawn(self))
290         {
291                 self.monster_respawned = TRUE;
292                 self.think = self.monster_spawnfunc;
293                 self.nextthink = time + self.respawntime;
294                 self.deadflag = DEAD_RESPAWNING;
295                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
296                 {
297                         self.pos1 = self.origin;
298                         self.pos2 = self.angles;
299                 }
300                 self.event_damage = func_null;
301                 self.takedamage = DAMAGE_NO;
302                 setorigin(self, self.pos1);
303                 self.angles = self.pos2;
304                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
305                 
306                 self.SendFlags |= MSF_MOVE;
307                 self.SendFlags |= MSF_STATUS;
308                 
309                 return;
310         }
311         SUB_SetFade(self, time + 3, 1);
312 }
313
314 float Monster_CanJump (vector vel)
315 {
316         if(self.state)
317                 return FALSE; // already attacking
318         if not(self.flags & FL_ONGROUND)
319                 return FALSE; // not on the ground
320         if(self.health <= 0)
321                 return FALSE; // called when dead?
322         if(time < self.attack_finished_single)
323                 return FALSE; // still attacking
324
325         vector old = self.velocity;
326         
327         self.velocity = vel;
328         tracetoss(self, self);
329         self.velocity = old;
330         if (trace_ent != self.enemy)
331                 return FALSE;
332
333         return TRUE;
334 }
335
336 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
337 {
338         if(!Monster_CanJump(vel))
339                 return FALSE;
340                 
341         monsters_setframe(anm);
342         self.state = MONSTER_STATE_ATTACK_LEAP;
343         self.touch = touchfunc;
344         self.origin_z += 1;
345         self.velocity = vel;
346         self.flags &~= FL_ONGROUND;
347                 
348         self.attack_finished_single = time + anim_finished;
349         
350         return TRUE;
351 }
352
353 float GenericCheckAttack ()
354 {
355         // checking attack while dead?
356         if (self.health <= 0)
357                 return FALSE;
358                 
359         // reset delays when we have no enemy
360         if not(self.enemy)
361         {
362                 self.monster_delayedattack = func_null;
363                 self.delay = -1;
364         }
365                 
366         if(self.monster_delayedattack && self.delay != -1)
367         {
368                 if(time < self.delay)
369                         return FALSE;
370                         
371                 self.monster_delayedattack();
372         }
373         
374         if (time < self.attack_finished_single)
375                 return FALSE;
376                 
377         if(self.attack_melee)
378         if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
379         {
380                 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
381                 self.attack_melee(); // don't wait for nextthink - too slow
382                 return TRUE;
383         }
384         
385         // monster doesn't have a ranged attack function, so stop here
386         if not(self.attack_ranged)
387                 return FALSE;
388
389         // see if any entities are in the way of the shot
390         if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
391                 return FALSE;
392
393         if(self.attack_ranged())
394         {
395                 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
396                 return TRUE;
397         }
398
399         return FALSE;
400 }
401
402 void monster_use ()
403 {
404         if (self.enemy)
405                 return;
406         if (self.health <= 0)
407                 return;
408
409         if(!monster_isvalidtarget(activator, self))
410                 return;
411
412         self.enemy = activator;
413 }
414
415 float trace_path(vector from, vector to)
416 {
417         vector dir = normalize(to - from) * 15, offset = '0 0 0';
418         float trace1 = trace_fraction;
419         
420         offset_x = dir_y;
421         offset_y = -dir_x;
422         traceline (from+offset, to+offset, TRUE, self);
423         
424         traceline(from-offset, to-offset, TRUE, self);
425                 
426         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
427 }
428
429 .float last_trace;
430 vector monster_pickmovetarget(entity targ)
431 {
432         // enemy is always preferred target
433         if(self.enemy)
434         {
435                 self.monster_movestate = MONSTER_MOVE_ENEMY;
436                 self.last_trace = time + 0.1;
437                 return self.enemy.origin;
438         }
439         if(targ)
440         {
441                 self.monster_movestate = MONSTER_MOVE_WANDER;
442                 self.last_trace = time + 0.5;
443                 return targ.origin;
444         }
445         
446         switch(self.monster_moveflags)
447         {
448                 case MONSTER_MOVE_OWNER:
449                 {
450                         self.monster_movestate = MONSTER_MOVE_OWNER;
451                         self.last_trace = time + 0.3;
452                         if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
453                                 return self.monster_owner.origin;
454                 }
455                 case MONSTER_MOVE_WANDER:
456                 {
457                         self.monster_movestate = MONSTER_MOVE_WANDER;
458                         self.last_trace = time + 2;
459                                 
460                         self.angles_y = random() * 500;
461                         makevectors(self.angles);
462                         return self.origin + v_forward * 600;
463                 }
464                 case MONSTER_MOVE_SPAWNLOC:
465                 {
466                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
467                         self.last_trace = time + 2;
468                         return self.pos1;
469                 }
470                 default:
471                 case MONSTER_MOVE_NOMOVE:
472                 {
473                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
474                         self.last_trace = time + 2;
475                         return self.origin;
476                 }
477         }
478 }
479
480 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
481 {
482         if(self.target2)
483                 self.goalentity = find(world, targetname, self.target2);
484                 
485         entity targ;
486
487         if(self.frozen)
488         {
489                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
490                 self.health = max(1, self.max_health * self.revive_progress);
491                 
492                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
493                         
494                 movelib_beak_simple(stopspeed);
495                         
496                 self.velocity = '0 0 0';
497                 self.enemy = world;
498                 self.nextthink = time + 0.1;
499                 
500                 if(self.revive_progress >= 1)
501                         Unfreeze(self); // wait for next think before attacking
502                         
503                 self.SendFlags |= MSF_MOVE;
504                         
505                 return; // no moving while frozen
506         }
507         
508         if(self.flags & FL_SWIM)
509         {
510                 if(self.waterlevel < WATERLEVEL_WETFEET)
511                 {
512                         if(time >= self.last_trace)
513                         {
514                                 self.last_trace = time + 0.4;
515                                 
516                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
517                                 self.angles = '90 90 0';
518                                 if(random() < 0.5)
519                                 {
520                                         self.velocity_y += random() * 50;
521                                         self.velocity_x -= random() * 50;
522                                 }
523                                 else
524                                 {
525                                         self.velocity_y -= random() * 50;
526                                         self.velocity_x += random() * 50;
527                                 }
528                                 self.velocity_z += random() * 150;
529                         }
530                                 
531                         
532                         self.movetype = MOVETYPE_BOUNCE;
533                         //self.velocity_z = -200;
534                                 
535                         self.SendFlags |= MSF_MOVE | MSF_ANG;
536                         
537                         return;
538                 }
539                 else
540                 {
541                         self.angles = '0 0 0';
542                         self.movetype = MOVETYPE_WALK;
543                 }
544         }
545         
546         if(gameover || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start))
547         {
548                 runspeed = walkspeed = 0;
549                 monsters_setframe(manim_idle);
550                 movelib_beak_simple(stopspeed);
551                 self.SendFlags |= MSF_MOVE;
552                 return;
553         }
554         
555         targ = self.goalentity;
556         
557         monster_target = targ;
558         monster_speed_run = runspeed;
559         monster_speed_walk = walkspeed;
560         MUTATOR_CALLHOOK(MonsterMove);
561         targ = monster_target;
562         runspeed = monster_speed_run;
563         walkspeed = monster_speed_walk;
564                 
565         if(IsDifferentTeam(self.monster_owner, self))
566                 self.monster_owner = world;
567                 
568         if not(monster_isvalidtarget(self.enemy, self))
569                 self.enemy = world; // check enemy each think frame?
570                 
571         if not(self.enemy)
572         {
573                 self.enemy = FindTarget(self);
574                 if(self.enemy)
575                         monster_sound(self.msound_sight, 0, FALSE);
576         }
577         
578         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
579                 self.state = 0;
580                 
581         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
582         if(time >= self.last_trace || self.enemy) // update enemy instantly
583                 self.moveto = monster_pickmovetarget(targ);
584
585         if not(self.enemy)
586                 monster_sound(self.msound_idle, 5, TRUE);
587         
588         vector angles_face = vectoangles(self.moveto - self.origin);
589         vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
590         vector enemy_face = vectoangles(self.enemy.origin - self.origin);
591         
592         if(self.state != MONSTER_STATE_ATTACK_LEAP)
593         {
594                 self.angles_y = angles_face_y;
595                 self.v_angle = self.angles;
596         }
597         
598         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
599         {
600                 self.state = 0;
601                 self.touch = MonsterTouch;
602         }
603          
604         v_forward = normalize(self.moveto - self.origin);
605         
606         float l = vlen(self.moveto - self.origin);
607         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
608         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
609         
610         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
611         if(self.flags & FL_ONGROUND)
612                 movelib_jump_simple(100);
613
614         if(vlen(self.origin - self.moveto) > 64 * self.scale)
615         {
616                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
617                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
618                 else
619                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
620                 if(time > self.pain_finished)
621                 if(time > self.attack_finished_single)
622                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
623         }
624         else
625         {
626                 if(self.goalentity.target)
627                         self.target2 = self.goalentity.target;
628                 else if(self.goalentity.target2)
629                         self.target2 = self.goalentity.target2;
630                 else
631                 {
632                         movelib_beak_simple(stopspeed);
633                         if(time > self.attack_finished_single)
634                         if(time > self.pain_finished)
635                         if (vlen(self.velocity) <= 30)
636                         {
637                                 monsters_setframe(manim_idle);
638                                 if(self.enemy)
639                                         self.angles_y = enemy_face_y;
640                                 else
641                                         self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
642                         }
643                 }
644         }
645                 
646         if(self.enemy && self.checkattack)
647                 self.checkattack();
648                 
649         self.SendFlags |= MSF_ANG;
650         self.SendFlags |= MSF_MOVE;
651 }
652
653 void monster_dead_think()
654 {
655         self.think = monster_dead_think;
656         self.nextthink = time + 0.3; // don't need to update so often now
657         
658         self.deadflag = DEAD_DEAD;
659
660         if(time >= self.ltime)
661         {
662                 Monster_Fade();
663                 return;
664         }
665         
666         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
667 }
668
669 void monsters_setstatus()
670 {
671         self.stat_monsters_total = monsters_total;
672         self.stat_monsters_killed = monsters_killed;
673 }
674
675 void Monster_Appear()
676 {
677         self.enemy = activator;
678         self.spawnflags &~= MONSTERFLAG_APPEAR;
679         self.monster_spawnfunc();
680 }
681
682 float Monster_CheckAppearFlags(entity ent)
683 {
684         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
685                 return FALSE;
686         
687         ent.think = func_null;
688         ent.nextthink = 0;
689         ent.use = Monster_Appear;
690         ent.flags = FL_MONSTER; // set so this monster can get butchered
691         
692         return TRUE;
693 }
694
695 void monsters_reset()
696 {
697         setorigin(self, self.pos1);
698         self.angles = self.pos2;
699         
700         self.health = self.max_health;
701         self.velocity = '0 0 0';
702         self.enemy = world;
703         self.goalentity = world;
704         self.attack_finished_single = 0;
705         self.moveto = self.origin;
706         
707         WaypointSprite_UpdateHealth(self.sprite, self.health);
708 }
709
710 float monster_send(entity to, float sf)
711 {
712         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
713         WriteByte(MSG_ENTITY, sf);
714         if(sf & MSF_SETUP)
715         {
716             WriteByte(MSG_ENTITY, self.monsterid);
717             
718             WriteCoord(MSG_ENTITY, self.origin_x);
719             WriteCoord(MSG_ENTITY, self.origin_y);
720             WriteCoord(MSG_ENTITY, self.origin_z);
721             
722             WriteAngle(MSG_ENTITY, self.angles_x);
723             WriteAngle(MSG_ENTITY, self.angles_y);
724                 
725                 WriteByte(MSG_ENTITY, self.scale);
726                 WriteByte(MSG_ENTITY, self.skin);
727     }
728         
729         if(sf & MSF_SIZE)
730         {
731                 WriteByte(MSG_ENTITY, self.scale);
732                 
733                 WriteCoord(MSG_ENTITY, self.mins_x);
734             WriteCoord(MSG_ENTITY, self.mins_y);
735             WriteCoord(MSG_ENTITY, self.mins_z);
736                 
737                 WriteCoord(MSG_ENTITY, self.maxs_x);
738             WriteCoord(MSG_ENTITY, self.maxs_y);
739             WriteCoord(MSG_ENTITY, self.maxs_z);
740         }
741     
742     if(sf & MSF_ANG)
743     {
744         WriteShort(MSG_ENTITY, rint(self.angles_x));
745         WriteShort(MSG_ENTITY, rint(self.angles_y));
746     }
747     
748     if(sf & MSF_MOVE)
749     {
750         WriteShort(MSG_ENTITY, rint(self.origin_x));
751         WriteShort(MSG_ENTITY, rint(self.origin_y));
752         WriteShort(MSG_ENTITY, rint(self.origin_z));
753
754         WriteShort(MSG_ENTITY, rint(self.velocity_x));
755         WriteShort(MSG_ENTITY, rint(self.velocity_y));
756         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
757         
758         WriteShort(MSG_ENTITY, rint(self.angles_y));        
759     }
760     
761     if(sf & MSF_ANIM)
762     {
763         WriteCoord(MSG_ENTITY, self.anim_start_time);
764         WriteByte(MSG_ENTITY, self.frame);
765     }
766     
767     if(sf & MSF_STATUS)
768     {
769                 WriteByte(MSG_ENTITY, self.skin);
770                 
771         WriteByte(MSG_ENTITY, self.team);
772                 
773                 WriteByte(MSG_ENTITY, self.deadflag);
774         
775         if(self.health <= 0)
776             WriteByte(MSG_ENTITY, 0);
777         else
778             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
779     }
780     
781         return TRUE;
782 }
783
784 void monster_link(void() spawnproc)
785 {
786     Net_LinkEntity(self, TRUE, 0, monster_send);
787     self.think      = spawnproc;
788     self.nextthink  = time;
789 }
790
791 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
792 {
793         self.health -= damage;
794                 
795         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
796                 
797         if(self.health <= -100) // 100 health until gone?
798         {
799                 Violence_GibSplash(self, 1, 0.5, attacker);
800                 
801                 self.think = SUB_Remove;
802                 self.nextthink = time + 0.1;
803         }
804 }
805
806 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
807 {
808         if(self.frozen && deathtype != DEATH_KILL)
809                 return;
810                 
811         if(time < self.pain_finished && deathtype != DEATH_KILL)
812                 return;
813                 
814         if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
815         if(monster_isvalidtarget(attacker, self))
816                 self.enemy = attacker;
817                 
818         if(deathtype != DEATH_KILL)
819                 damage *= self.armorvalue;
820                 
821         if(self.weaponentity && self.weaponentity.classname == "shield")
822                 self.weaponentity.health -= damage;
823                 
824         self.health -= damage;
825         
826         if(self.sprite)
827                 WaypointSprite_UpdateHealth(self.sprite, self.health);
828                 
829         self.dmg_time = time;
830
831         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
832                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
833         
834         self.velocity += force * self.damageforcescale;
835                 
836         if(deathtype != DEATH_DROWN)
837         {
838                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
839                 if (damage > 50)
840                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
841                 if (damage > 100)
842                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
843         }
844                 
845         if(self.health <= 0)
846         {        
847                 if(self.sprite)
848                 {
849                         // Update one more time to avoid waypoint fading without emptying healthbar
850                         WaypointSprite_UpdateHealth(self.sprite, 0);
851                 }
852                 
853                 if(deathtype == DEATH_KILL)
854                         self.candrop = FALSE; // killed by mobkill command
855                         
856                 // TODO: fix this?
857                 activator = attacker;
858                 other = self.enemy;
859                 SUB_UseTargets();
860                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
861         
862                 self.monster_die();
863                 
864                 frag_attacker = attacker;
865                 frag_target = self;
866                 MUTATOR_CALLHOOK(MonsterDies);
867                 
868                 if(self.health <= -100) // check if we're already gibbed
869                 {
870                         Violence_GibSplash(self, 1, 0.5, attacker);
871                 
872                         self.think = SUB_Remove;
873                         self.nextthink = time + 0.1;
874                 }
875         }
876         
877         self.SendFlags |= MSF_STATUS;
878 }
879
880 // used to hook into monster post death functions without a mutator
881 void monster_hook_death()
882 {
883         WaypointSprite_Kill(self.sprite);
884                 
885         if(self.weaponentity)
886         {
887                 remove(self.weaponentity);
888                 self.weaponentity = world;
889         }
890                 
891         monster_sound(self.msound_death, 0, FALSE);
892                 
893         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
894                 monsters_killed += 1;
895                 
896         if(self.candrop && self.weapon)
897                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
898                 
899         if(IS_CLIENT(self.realowner))
900                 self.realowner.monstercount -= 1;
901                 
902         self.event_damage       = monsters_corpse_damage;
903         self.solid                      = SOLID_CORPSE;
904         self.takedamage         = DAMAGE_AIM;
905         self.enemy                      = world;
906         self.movetype           = MOVETYPE_TOSS;
907         self.moveto                     = self.origin;
908         
909         if not(self.flags & FL_FLY)
910                 self.velocity = '0 0 0';
911         
912         self.SendFlags |= MSF_MOVE;
913                 
914         totalspawned -= 1;
915 }
916
917 // used to hook into monster post spawn functions without a mutator
918 void monster_hook_spawn()
919 {
920         if not(self.monster_respawned)
921                 Monster_CheckMinibossFlag();
922
923         self.max_health = self.health;
924         self.pain_finished = self.nextthink;
925         self.anim_start_time = time;
926         
927         if(self.noalign)
928         {
929                 setorigin(self, self.origin);
930                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
931                 setorigin(self, trace_endpos);
932         }
933         
934         self.pos1 = self.origin;
935
936         monster_precachesounds(self);
937         
938         if(teamplay)
939                 self.monster_attack = TRUE; // we can have monster enemies in team games
940                 
941         if(autocvar_g_monsters_healthbars)
942         {
943                 WaypointSprite_Spawn(strzone(strdecolorize(self.netname)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));    
944                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
945                 WaypointSprite_UpdateHealth(self.sprite, self.health);
946         }
947         
948         monster_sound(self.msound_spawn, 0, FALSE);
949
950         MUTATOR_CALLHOOK(MonsterSpawn);
951         
952         self.SendFlags = MSF_SETUP;
953 }
954
955 float monster_initialize(string  net_name, float mon_id,
956                                                  vector  min_s,
957                                                  vector  max_s,
958                                                  float   nodrop,
959                                                  void() dieproc,
960                                                  void() spawnproc)
961 {
962         if not(autocvar_g_monsters)
963                 return FALSE;
964                 
965         // support for quake style removing monsters based on skill
966         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
967         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
968         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
969         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
970         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
971
972         if(self.netname == "")
973                 self.netname = ((net_name == "") ? self.classname : net_name);
974         
975         if(autocvar_g_monsters_giants_only)
976                 self.spawnflags |= MONSTERFLAG_GIANT;
977         
978         if not(self.scale)
979                 self.scale = 1;
980                 
981         if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
982                 self.scale = 5;
983         
984         if(self.team && !teamplay)
985                 self.team = 0;
986
987         self.flags = FL_MONSTER;
988                 
989         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
990         if not(self.monster_respawned)
991                 monsters_total += 1;
992
993         ScaleMonster(self.scale, min_s, max_s);
994
995         self.takedamage                 = DAMAGE_AIM;
996         self.bot_attack                 = TRUE;
997         self.iscreature                 = TRUE;
998         self.teleportable               = TRUE;
999         self.damagedbycontents  = TRUE;
1000         self.monsterid                  = mon_id;
1001         self.damageforcescale   = 0.003;
1002         self.monster_die                = dieproc;
1003         self.event_damage               = monsters_damage;
1004         self.touch                              = MonsterTouch;
1005         self.use                                = monster_use;
1006         self.solid                              = SOLID_BBOX;
1007         self.movetype                   = MOVETYPE_WALK;
1008         self.delay                              = -1; // used in attack delay code
1009         monsters_spawned           += 1;
1010         self.enemy                              = world;
1011         self.velocity                   = '0 0 0';
1012         self.moveto                             = self.origin;
1013         self.pos2                               = self.angles;
1014         self.reset                              = monsters_reset;
1015         self.candrop                    = TRUE;
1016         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1017         self.oldtarget2                 = self.target2;
1018         self.deadflag                   = DEAD_NO; // UNDEAD
1019         self.noalign                    = !nodrop;
1020         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1021         
1022         if not(self.ticrate)
1023                 self.ticrate = autocvar_g_monsters_think_delay;
1024                 
1025         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1026         
1027         if not(self.armorvalue)
1028                 self.armorvalue = 1; // multiplier
1029         
1030         if not(self.target_range)
1031                 self.target_range = autocvar_g_monsters_target_range;
1032         
1033         if not(self.respawntime)
1034                 self.respawntime = autocvar_g_monsters_respawn_delay;
1035         
1036         if not(self.monster_moveflags)
1037                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1038         
1039         monster_link(spawnproc);
1040
1041         return TRUE;
1042 }