1 // TODO: clean up this file?
5 if(self && other.classname == STR_PLAYER && other.deadflag == DEAD_NO)
8 self.think = SUB_Remove;
9 self.nextthink = time + 0.1;
13 void Monster_DropItem (string itype, string itemsize)
16 return; // someone didnt want an item...
17 vector backuporigin = self.origin + ((self.mins + self.maxs) * 0.5);
25 if(itemsize == "large") spawnfunc_item_armor_large();
26 else if (itemsize == "small") spawnfunc_item_armor_small();
27 else if (itemsize == "medium") spawnfunc_item_armor_medium();
28 else print("Invalid monster drop item selected.\n");
30 else if (itype == "health")
32 if(itemsize == "large") spawnfunc_item_health_large();
33 else if (itemsize == "small") spawnfunc_item_health_small();
34 else if (itemsize == "medium") spawnfunc_item_health_medium();
35 else if (itemsize == "mega") spawnfunc_item_health_mega();
36 else print("Invalid monster drop item selected.\n");
38 else if (itype == "ammo")
40 if(itemsize == "shells") spawnfunc_item_shells();
41 else if (itemsize == "cells") spawnfunc_item_cells();
42 else if (itemsize == "bullets") spawnfunc_item_bullets();
43 else if (itemsize == "rockets") spawnfunc_item_rockets();
44 else print("Invalid monster drop item selected.\n");
47 self.velocity = randomvec() * 175 + '0 0 325';
50 self.origin = backuporigin;
52 self.touch = M_Item_Touch;
54 SUB_SetFade(self, time + 5, 1);
59 float monster_isvalidtarget (entity targ, entity ent, float neutral)
62 return FALSE; // this check should fix a crash
64 if(targ.vehicle_flags & VHF_ISVEHICLE)
67 if(time < game_starttime)
68 return FALSE; // monsters do nothing before the match has started
70 traceline(ent.origin, targ.origin, FALSE, ent);
72 if(vlen(targ.origin - ent.origin) >= 2000)
73 return FALSE; // enemy is too far away
76 return FALSE; // we can't see the enemy
79 return TRUE; // we come in peace!
81 if(targ.takedamage == DAMAGE_NO)
82 return FALSE; // enemy can't be damaged
84 if(targ.items & IT_INVISIBILITY)
85 return FALSE; // enemy is invisible
87 if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
88 return FALSE; // enemy is a spectator
90 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
91 return FALSE; // enemy/self is dead
93 if(targ.monster_owner == ent || ent.monster_owner == targ)
94 return FALSE; // enemy owns us, or we own them
96 if(targ.flags & FL_NOTARGET)
97 return FALSE; // enemy can't be targetted
99 if not(autocvar_g_monsters_typefrag)
101 return FALSE; // no typefragging!
104 if(targ.team == ent.team)
105 return FALSE; // enemy is on our team
115 if(self.enemy != other)
116 if(monster_isvalidtarget(other, self, FALSE))
120 void monster_melee (entity targ, float damg, float er, float deathtype)
122 float bigdmg = 0, rdmg = damg * random();
124 if (self.health <= 0)
129 if (vlen(self.origin - targ.origin) > er * self.scale)
132 bigdmg = rdmg * self.scale;
134 if(random() < 0.01) // critical hit ftw
137 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
140 void Monster_CheckDropCvars (string mon)
145 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
146 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
148 monster_dropitem = dropitem;
149 monster_dropsize = dropsize;
150 MUTATOR_CALLHOOK(MonsterDropItem);
151 dropitem = monster_dropitem;
152 dropsize = monster_dropsize;
154 if(autocvar_g_monsters_forcedrop)
155 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
156 else if(dropitem != "")
157 Monster_DropItem(dropitem, dropsize);
159 Monster_DropItem("armor", "medium");
162 void ScaleMonster (float scle)
164 // this should prevent monster from falling through floor when scale changes
166 setorigin(self, self.origin + ('0 0 30' * scle));
169 void Monster_CheckMinibossFlag ()
171 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
174 float healthboost = autocvar_g_monsters_miniboss_healthboost;
175 float r = random() * 4;
177 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
178 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (random() * 100 < autocvar_g_monsters_miniboss_chance))
180 if (r < 2 || self.team == COLOR_TEAM2)
182 self.strength_finished = -1;
183 healthboost *= monster_skill;
184 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
186 else if (r >= 1 || self.team == COLOR_TEAM1)
188 self.invincible_finished = -1;
189 healthboost *= bound(0.5, monster_skill, 1.5);
190 self.effects |= (EF_FULLBRIGHT | EF_RED);
192 self.health += healthboost;
195 self.flags |= MONSTERFLAG_MINIBOSS;
196 if(teamplay && autocvar_g_monsters_teams)
200 self.colormod_x = random();
201 self.colormod_y = random();
202 self.colormod_z = random();
203 self.colormod = normalize(self.colormod);
205 while (self.colormod_x > 0.6 && self.colormod_y > 0.6 && self.colormod_z > 0.6);
211 if not(self.spawnflags & MONSTERFLAG_NORESPAWN)
212 if(autocvar_g_monsters_respawn)
214 self.monster_respawned = TRUE;
216 self.think = self.monster_spawnfunc;
217 self.nextthink = time + autocvar_g_monsters_respawn_delay;
218 setorigin(self, self.pos1);
219 self.angles = self.pos2;
223 self.think = SUB_Remove;
224 self.nextthink = time + 4;
225 SUB_SetFade(self, time + 3, 1);
228 float Monster_CanJump (vector vel)
230 local vector old = self.velocity;
233 tracetoss(self, self);
235 if (trace_ent != self.enemy)
241 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
243 if not(self.flags & FL_ONGROUND)
246 return FALSE; // called when dead?
247 if not(Monster_CanJump(vel))
251 self.state = MONSTER_STATE_ATTACK_LEAP;
252 self.touch = touchfunc;
255 if (self.flags & FL_ONGROUND)
256 self.flags -= FL_ONGROUND;
258 self.attack_finished_single = time + anim_finished;
263 float GenericCheckAttack ()
265 // checking attack while dead?
266 if (self.health <= 0 || self.enemy == world)
269 if(self.monster_delayedattack && self.delay != -1)
271 if(time < self.delay)
274 self.monster_delayedattack();
277 if (time < self.attack_finished_single)
280 if (enemy_range() > 2000) // long traces are slow
283 if(self.attack_melee)
284 if(enemy_range() <= 100 * self.scale)
286 self.attack_melee(); // don't wait for nextthink - too slow
290 // monster doesn't have a ranged attack function, so stop here
291 if(!self.attack_ranged)
294 // see if any entities are in the way of the shot
295 if (!findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
298 self.attack_ranged(); // don't wait for nextthink - too slow
306 if (self.health <= 0)
309 if(!monster_isvalidtarget(activator, self, -1))
312 self.enemy = activator;
315 float trace_path(vector from, vector to)
317 vector dir = normalize(to - from) * 15, offset = '0 0 0';
318 float trace1 = trace_fraction;
322 traceline (from+offset, to+offset, TRUE, self);
324 traceline(from-offset, to-offset, TRUE, self);
326 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
329 vector monster_pickmovetarget(entity targ)
331 // enemy is always preferred target
332 if(self.enemy && trace_path(self.origin + '0 0 10', self.enemy.origin + '0 0 10') > 0.99)
333 return self.enemy.origin + 60 * normalize(self.enemy.origin - self.origin);
335 switch(self.monster_moveflags)
337 case MONSTER_MOVE_OWNER:
339 if(self.monster_owner && self.monster_owner.classname != "monster_swarm" && trace_path(self.origin + '0 0 10', self.monster_owner.origin + '0 0 10') > 0.99)
340 return self.monster_owner.origin;
342 case MONSTER_MOVE_WANDER:
347 self.angles_y = random() * 500;
348 makevectors(self.angles);
349 return self.origin + v_forward * 600;
351 case MONSTER_MOVE_SPAWNLOC:
354 case MONSTER_MOVE_NOMOVE:
360 .float breath_checks;
361 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
364 self.goalentity = find(world, targetname, self.target);
366 float l = vlen(self.moveto - self.origin);
367 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
368 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
369 entity targ = self.goalentity;
373 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
374 self.health = max(1, self.revive_progress * self.max_health);
378 WaypointSprite_UpdateHealth(self.sprite, self.health);
381 self.velocity = '0 0 0';
383 if(self.revive_progress >= 1)
384 Unfreeze(self); // wait for next think before attacking
385 self.nextthink = time + 0.1;
387 return; // no moving while frozen
390 if(self.flags & FL_SWIM)
392 if(self.waterlevel < WATERLEVEL_WETFEET)
394 self.breath_checks += 1;
395 self.angles = '0 0 -90';
396 if(self.breath_checks == 25)
398 if not(self.flags & FL_ONGROUND)
399 self.flags |= FL_ONGROUND;
401 if(self.realowner.flags & FL_CLIENT)
402 self.realowner.monstercount -= 1;
403 //if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
404 //monsters_killed += 1;
405 self.movetype = MOVETYPE_TOSS;
410 self.velocity_y += random() * 50;
411 self.velocity_x -= random() * 50;
415 self.velocity_y -= random() * 50;
416 self.velocity_x += random() * 50;
418 self.velocity_z += random()*150;
419 if (self.flags & FL_ONGROUND)
420 self.flags -= FL_ONGROUND;
421 self.movetype = MOVETYPE_BOUNCE;
422 self.velocity_z = -200;
427 self.angles = '0 0 0';
428 self.movetype = MOVETYPE_WALK;
429 self.breath_checks = 0;
433 if(gameover || time < game_starttime)
435 runspeed = walkspeed = 0;
436 self.frame = manim_idle;
437 movelib_beak_simple(stopspeed);
441 runspeed *= monster_skill;
442 walkspeed *= monster_skill;
444 monster_target = targ;
445 monster_speed_run = runspeed;
446 monster_speed_walk = walkspeed;
447 MUTATOR_CALLHOOK(MonsterMove);
448 targ = monster_target;
449 runspeed = monster_speed_run;
450 walkspeed = monster_speed_walk;
452 if(IsDifferentTeam(self.monster_owner, self))
453 self.monster_owner = world;
455 if(self.enemy.health <= 0 || (!autocvar_g_monsters_typefrag && self.enemy.BUTTON_CHAT))
459 self.enemy = FindTarget(self);
461 if(time >= self.last_trace)
463 if(self.monster_moveflags & MONSTER_MOVE_WANDER)
464 self.last_trace = time + 2;
466 self.last_trace = time + 0.5;
467 self.moveto = monster_pickmovetarget(targ);
470 vector angles_face = vectoangles(self.moveto - self.origin);
471 self.angles_y = angles_face_y;
473 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
476 self.touch = MonsterTouch;
479 v_forward = normalize(self.moveto - self.origin);
481 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
482 if(self.flags & FL_ONGROUND)
483 movelib_jump_simple(100);
485 if(vlen(self.moveto - self.origin) > 64)
487 if(self.flags & FL_FLY)
488 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
490 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
491 if(time > self.pain_finished)
492 if(time > self.attack_finished_single)
493 self.frame = ((self.enemy) ? manim_run : manim_walk);
497 movelib_beak_simple(stopspeed);
498 if(time > self.attack_finished_single)
499 if(time > self.pain_finished)
500 if (vlen(self.velocity) <= 30)
501 self.frame = manim_idle;
506 if(!self.checkattack)
507 return; // to stop other code from crashing here
513 void monsters_setstatus()
515 self.stat_monsters_total = monsters_total;
516 self.stat_monsters_killed = monsters_killed;
528 void Monster_Appear ()
530 self.enemy = activator;
531 self.spawnflags &~= MONSTERFLAG_APPEAR;
532 self.monster_spawnfunc();
535 entity FindTarget (entity ent)
537 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return self.goalentity; } // Handled by a mutator
539 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
541 if(monster_isvalidtarget(e, ent, FALSE))
549 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
554 if(monster_isvalidtarget(attacker, self, FALSE))
555 self.enemy = attacker;
557 self.health -= damage;
561 WaypointSprite_UpdateHealth(self.sprite, self.health);
564 self.dmg_time = time;
566 if(sound_allowed(MSG_BROADCAST, attacker))
567 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
569 if(self.damageforcescale < 1 && self.damageforcescale > 0)
570 self.velocity += force * self.damageforcescale;
572 self.velocity += force;
574 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
576 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
578 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
584 // Update one more time to avoid waypoint fading without emptying healthbar
585 WaypointSprite_UpdateHealth(self.sprite, 0);
588 if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
589 W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
591 activator = attacker;
593 self.target = self.target2;
601 // used to hook into monster post death functions without a mutator
602 void monster_hook_death()
605 WaypointSprite_Kill(self.sprite);
607 if(self.realowner.flags & FL_CLIENT)
608 self.realowner.monstercount -= 1;
610 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
611 monsters_killed += 1;
613 if(self.realowner.flags & FL_CLIENT)
614 self.realowner.monstercount -= 1;
618 MUTATOR_CALLHOOK(MonsterDies);
621 // used to hook into monster post spawn functions without a mutator
622 void monster_hook_spawn()
624 self.health *= monster_skill; // skill based monster health?
625 self.max_health = self.health;
627 if(teamplay && autocvar_g_monsters_teams)
629 self.colormod = TeamColor(self.team);
630 self.monster_attack = TRUE;
635 self.target2 = self.target;
636 self.goalentity = find(world, targetname, self.target);
639 if(autocvar_g_monsters_healthbars)
641 WaypointSprite_Spawn(self.netname, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((teamplay) ? TeamColor(self.team) : '1 0 0'));
642 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
643 WaypointSprite_UpdateHealth(self.sprite, self.health);
646 MUTATOR_CALLHOOK(MonsterSpawn);
649 float monster_initialize(string net_name,
657 if not(autocvar_g_monsters)
660 // support for quake style removing monsters based on skill
661 if(autocvar_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
662 else if(autocvar_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
663 else if(autocvar_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
664 else if(autocvar_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
665 else if(autocvar_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
669 error("monsters: missing bodymodel!");
671 if(self.netname == "")
673 if(net_name != "" && self.realowner.classname == STR_PLAYER)
674 net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
675 self.netname = ((net_name == "") ? self.classname : net_name);
678 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
683 ScaleMonster(self.scale);
685 Monster_CheckMinibossFlag();
690 if(self.team && !teamplay)
693 self.flags = FL_MONSTER;
696 bodymodel = self.model;
698 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
699 if not(self.monster_respawned)
702 precache_model(bodymodel);
704 setmodel(self, bodymodel);
706 setsize(self, min_s, max_s);
708 self.takedamage = DAMAGE_AIM;
709 self.bot_attack = TRUE;
710 self.iscreature = TRUE;
711 self.teleportable = TRUE;
712 self.damagedbycontents = TRUE;
713 self.damageforcescale = 0.003;
714 self.monster_die = dieproc;
715 self.event_damage = monsters_damage;
716 self.touch = MonsterTouch;
717 self.use = monster_use;
718 self.solid = SOLID_BBOX;
719 self.movetype = MOVETYPE_WALK;
720 self.delay = -1; // used in attack delay code
721 monsters_spawned += 1;
722 self.think = spawnproc;
723 self.nextthink = time;
725 self.velocity = '0 0 0';
726 self.moveto = self.origin;
727 self.pos1 = self.origin;
728 self.pos2 = self.angles;
730 if not(self.monster_moveflags)
731 self.monster_moveflags = MONSTER_MOVE_WANDER;
733 if(autocvar_g_nodepthtestplayers)
734 self.effects |= EF_NODEPTHTEST;
736 if(autocvar_g_fullbrightplayers)
737 self.effects |= EF_FULLBRIGHT;
741 setorigin(self, self.origin);
742 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
743 setorigin(self, trace_endpos);