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.owner == ent.owner)
84 if(targ.takedamage == DAMAGE_NO)
85 return FALSE; // enemy can't be damaged
87 if(targ.items & IT_INVISIBILITY)
88 return FALSE; // enemy is invisible
90 if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
91 return FALSE; // enemy is a spectator
93 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
94 return FALSE; // enemy/self is dead
96 if(targ.monster_owner == ent || ent.monster_owner == targ)
97 return FALSE; // enemy owns us, or we own them
99 if(targ.flags & FL_NOTARGET)
100 return FALSE; // enemy can't be targetted
102 if not(autocvar_g_monsters_typefrag)
104 return FALSE; // no typefragging!
107 if(targ.team == ent.team)
108 return FALSE; // enemy is on our team
118 if(self.enemy != other)
119 if not(other.flags & FL_MONSTER)
120 if(monster_isvalidtarget(other, self, FALSE))
124 void monster_melee (entity targ, float damg, float er, float deathtype)
126 float bigdmg = 0, rdmg = damg * random();
128 if (self.health <= 0)
133 if (vlen(self.origin - targ.origin) > er * self.scale)
136 bigdmg = rdmg * self.scale;
138 if(random() < 0.01) // critical hit ftw
141 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
144 void Monster_CheckDropCvars (string mon)
149 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
150 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
152 monster_dropitem = dropitem;
153 monster_dropsize = dropsize;
154 MUTATOR_CALLHOOK(MonsterDropItem);
155 dropitem = monster_dropitem;
156 dropsize = monster_dropsize;
158 if(autocvar_g_monsters_forcedrop)
159 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
160 else if(dropitem != "")
161 Monster_DropItem(dropitem, dropsize);
163 Monster_DropItem("armor", "medium");
166 void ScaleMonster (float scle)
168 // this should prevent monster from falling through floor when scale changes
170 setorigin(self, self.origin + ('0 0 30' * scle));
173 void Monster_CheckMinibossFlag ()
175 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
178 float healthboost = autocvar_g_monsters_miniboss_healthboost;
179 float r = random() * 4;
181 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
182 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (random() * 100 < autocvar_g_monsters_miniboss_chance))
184 if (r < 2 || self.team == COLOR_TEAM2)
186 self.strength_finished = -1;
187 healthboost *= monster_skill;
188 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
190 else if (r >= 1 || self.team == COLOR_TEAM1)
192 self.invincible_finished = -1;
193 healthboost *= bound(0.5, monster_skill, 1.5);
194 self.effects |= (EF_FULLBRIGHT | EF_RED);
196 self.health += healthboost;
199 self.flags |= MONSTERFLAG_MINIBOSS;
200 if(teamplay && autocvar_g_monsters_teams)
204 self.colormod_x = random();
205 self.colormod_y = random();
206 self.colormod_z = random();
207 self.colormod = normalize(self.colormod);
209 while (self.colormod_x > 0.6 && self.colormod_y > 0.6 && self.colormod_z > 0.6);
215 if not(self.spawnflags & MONSTERFLAG_NORESPAWN)
216 if(autocvar_g_monsters_respawn)
218 self.monster_respawned = TRUE;
220 self.think = self.monster_spawnfunc;
221 self.nextthink = time + autocvar_g_monsters_respawn_delay;
222 setorigin(self, self.pos1);
223 self.angles = self.pos2;
227 self.think = SUB_Remove;
228 self.nextthink = time + 4;
229 SUB_SetFade(self, time + 3, 1);
232 float Monster_CanJump (vector vel)
234 local vector old = self.velocity;
237 tracetoss(self, self);
239 if (trace_ent != self.enemy)
245 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
247 if not(self.flags & FL_ONGROUND)
250 return FALSE; // called when dead?
251 if not(Monster_CanJump(vel))
255 self.state = MONSTER_STATE_ATTACK_LEAP;
256 self.touch = touchfunc;
259 if (self.flags & FL_ONGROUND)
260 self.flags -= FL_ONGROUND;
262 self.attack_finished_single = time + anim_finished;
267 float GenericCheckAttack ()
269 // checking attack while dead?
270 if (self.health <= 0 || self.enemy == world)
273 if(self.monster_delayedattack && self.delay != -1)
275 if(time < self.delay)
278 self.monster_delayedattack();
281 if (time < self.attack_finished_single)
284 if (enemy_range() > 2000) // long traces are slow
287 if(self.attack_melee)
288 if(enemy_range() <= 100 * self.scale)
290 self.attack_melee(); // don't wait for nextthink - too slow
294 // monster doesn't have a ranged attack function, so stop here
295 if(!self.attack_ranged)
298 // see if any entities are in the way of the shot
299 if (!findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
302 self.attack_ranged(); // don't wait for nextthink - too slow
310 if (self.health <= 0)
313 if(!monster_isvalidtarget(activator, self, -1))
316 self.enemy = activator;
319 float trace_path(vector from, vector to)
321 vector dir = normalize(to - from) * 15, offset = '0 0 0';
322 float trace1 = trace_fraction;
326 traceline (from+offset, to+offset, TRUE, self);
328 traceline(from-offset, to-offset, TRUE, self);
330 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
333 vector monster_pickmovetarget(entity targ)
335 // enemy is always preferred target
338 self.monster_movestate = MONSTER_MOVE_ENEMY;
339 return self.enemy.origin;
342 switch(self.monster_moveflags)
344 case MONSTER_MOVE_OWNER:
346 self.monster_movestate = MONSTER_MOVE_OWNER;
347 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
348 return self.monster_owner.origin;
350 case MONSTER_MOVE_WANDER:
352 self.monster_movestate = MONSTER_MOVE_WANDER;
356 self.angles_y = random() * 500;
357 makevectors(self.angles);
358 return self.origin + v_forward * 600;
360 case MONSTER_MOVE_SPAWNLOC:
362 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
366 case MONSTER_MOVE_NOMOVE:
368 self.monster_movestate = MONSTER_MOVE_NOMOVE;
375 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
378 self.goalentity = find(world, targetname, self.target);
380 float l = vlen(self.moveto - self.origin);
381 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
382 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
383 entity targ = self.goalentity;
387 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
388 self.health = max(1, self.revive_progress * self.max_health);
392 WaypointSprite_UpdateHealth(self.sprite, self.health);
395 self.velocity = '0 0 0';
397 if(self.revive_progress >= 1)
398 Unfreeze(self); // wait for next think before attacking
399 self.nextthink = time + 0.1;
401 return; // no moving while frozen
404 if(self.flags & FL_SWIM)
406 if(self.waterlevel < WATERLEVEL_WETFEET)
408 if(time < self.last_trace)
410 self.last_trace = time + 0.4;
411 self.angles = '0 0 -90';
412 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
415 self.velocity_y += random() * 50;
416 self.velocity_x -= random() * 50;
420 self.velocity_y -= random() * 50;
421 self.velocity_x += random() * 50;
423 self.velocity_z += random()*150;
424 if (self.flags & FL_ONGROUND)
425 self.flags -= FL_ONGROUND;
426 self.movetype = MOVETYPE_BOUNCE;
427 self.velocity_z = -200;
432 self.angles = '0 0 0';
433 self.movetype = MOVETYPE_WALK;
437 if(gameover || time < game_starttime)
439 runspeed = walkspeed = 0;
440 self.frame = manim_idle;
441 movelib_beak_simple(stopspeed);
445 runspeed *= monster_skill;
446 walkspeed *= monster_skill;
448 monster_target = targ;
449 monster_speed_run = runspeed;
450 monster_speed_walk = walkspeed;
451 MUTATOR_CALLHOOK(MonsterMove);
452 targ = monster_target;
453 runspeed = monster_speed_run;
454 walkspeed = monster_speed_walk;
456 if(IsDifferentTeam(self.monster_owner, self))
457 self.monster_owner = world;
459 if(self.enemy.health <= 0 || (!autocvar_g_monsters_typefrag && self.enemy.BUTTON_CHAT))
463 self.enemy = FindTarget(self);
465 if(time >= self.last_trace)
467 if(self.monster_movestate == MONSTER_MOVE_WANDER && (self.goalentity.classname != "td_waypoint" || self.goalentity != self.sprite))
468 self.last_trace = time + 2;
470 self.last_trace = time + 0.5;
471 self.moveto = monster_pickmovetarget(targ);
474 vector angles_face = vectoangles(self.moveto - self.origin);
475 self.angles_y = angles_face_y;
477 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
480 self.touch = MonsterTouch;
483 v_forward = normalize(self.moveto - self.origin);
485 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
486 if(self.flags & FL_ONGROUND)
487 movelib_jump_simple(100);
489 if(vlen(self.origin - self.moveto) > 64)
491 if(self.flags & FL_FLY)
492 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
494 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
495 if(time > self.pain_finished)
496 if(time > self.attack_finished_single)
497 self.frame = ((self.enemy) ? manim_run : manim_walk);
501 movelib_beak_simple(stopspeed);
502 if(time > self.attack_finished_single)
503 if(time > self.pain_finished)
504 if (vlen(self.velocity) <= 30)
505 self.frame = manim_idle;
510 if(!self.checkattack)
511 return; // to stop other code from crashing here
517 void monsters_setstatus()
519 self.stat_monsters_total = monsters_total;
520 self.stat_monsters_killed = monsters_killed;
532 void Monster_Appear ()
534 self.enemy = activator;
535 self.spawnflags &~= MONSTERFLAG_APPEAR;
536 self.monster_spawnfunc();
539 entity FindTarget (entity ent)
541 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
543 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
545 if(monster_isvalidtarget(e, ent, FALSE))
553 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
558 if(monster_isvalidtarget(attacker, self, FALSE))
559 self.enemy = attacker;
561 self.health -= damage;
565 WaypointSprite_UpdateHealth(self.sprite, self.health);
568 self.dmg_time = time;
570 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
571 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
573 if(self.damageforcescale < 1 && self.damageforcescale > 0)
574 self.velocity += force * self.damageforcescale;
576 self.velocity += force;
578 if(deathtype != DEATH_DROWN)
580 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
582 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
584 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
591 // Update one more time to avoid waypoint fading without emptying healthbar
592 WaypointSprite_UpdateHealth(self.sprite, 0);
595 if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
596 W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
598 activator = attacker;
600 self.target = self.target2;
608 // used to hook into monster post death functions without a mutator
609 void monster_hook_death()
612 WaypointSprite_Kill(self.sprite);
614 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
615 monsters_killed += 1;
617 if(self.realowner.classname == "monster_spawner")
618 self.realowner.spawner_monstercount -= 1;
620 if(self.realowner.flags & FL_CLIENT)
621 self.realowner.monstercount -= 1;
625 MUTATOR_CALLHOOK(MonsterDies);
628 // used to hook into monster post spawn functions without a mutator
629 void monster_hook_spawn()
631 self.health *= monster_skill; // skill based monster health?
632 self.max_health = self.health;
634 if(teamplay && autocvar_g_monsters_teams)
636 self.colormod = TeamColor(self.team);
637 self.monster_attack = TRUE;
642 self.target2 = self.target;
643 self.goalentity = find(world, targetname, self.target);
646 if(autocvar_g_monsters_healthbars)
648 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'));
649 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
650 WaypointSprite_UpdateHealth(self.sprite, self.health);
653 MUTATOR_CALLHOOK(MonsterSpawn);
656 float monster_initialize(string net_name,
664 if not(autocvar_g_monsters)
667 // support for quake style removing monsters based on skill
668 if(autocvar_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
669 else if(autocvar_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
670 else if(autocvar_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
671 else if(autocvar_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
672 else if(autocvar_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
676 error("monsters: missing bodymodel!");
678 if(self.netname == "")
680 if(net_name != "" && self.realowner.classname == STR_PLAYER)
681 net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
682 self.netname = ((net_name == "") ? self.classname : net_name);
685 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
690 ScaleMonster(self.scale);
692 Monster_CheckMinibossFlag();
697 if(self.team && !teamplay)
700 self.flags = FL_MONSTER;
703 bodymodel = self.model;
705 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
706 if not(self.monster_respawned)
709 precache_model(bodymodel);
711 setmodel(self, bodymodel);
713 setsize(self, min_s, max_s);
715 self.takedamage = DAMAGE_AIM;
716 self.bot_attack = TRUE;
717 self.iscreature = TRUE;
718 self.teleportable = TRUE;
719 self.damagedbycontents = TRUE;
720 self.damageforcescale = 0.003;
721 self.monster_die = dieproc;
722 self.event_damage = monsters_damage;
723 self.touch = MonsterTouch;
724 self.use = monster_use;
725 self.solid = SOLID_BBOX;
726 self.movetype = MOVETYPE_WALK;
727 self.delay = -1; // used in attack delay code
728 monsters_spawned += 1;
729 self.think = spawnproc;
730 self.nextthink = time;
732 self.velocity = '0 0 0';
733 self.moveto = self.origin;
734 self.pos1 = self.origin;
735 self.pos2 = self.angles;
737 if not(self.monster_moveflags)
738 self.monster_moveflags = MONSTER_MOVE_WANDER;
740 if(autocvar_g_nodepthtestplayers)
741 self.effects |= EF_NODEPTHTEST;
743 if(autocvar_g_fullbrightplayers)
744 self.effects |= EF_FULLBRIGHT;
748 setorigin(self, self.origin);
749 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
750 setorigin(self, trace_endpos);