1 #include "sv_monsters.qh"
3 #include <lib/warpzone/common.qh>
4 #include "../constants.qh"
8 #include "../physics/movelib.qh"
9 #include "../weapons/_mod.qh"
10 #include <server/autocvars.qh>
11 #include <server/defs.qh>
12 #include "../deathtypes/all.qh"
13 #include <server/mutators/_mod.qh>
14 #include <server/steerlib.qh>
15 #include "../turrets/sv_turrets.qh"
16 #include "../turrets/util.qh"
17 #include "../vehicles/all.qh"
18 #include <server/campaign.qh>
19 #include <server/command/_mod.qh>
20 #include "../mapobjects/triggers.qh"
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/round_handler.qh>
23 #include <server/weapons/_mod.qh>
25 void monsters_setstatus(entity this)
27 STAT(MONSTERS_TOTAL, this) = monsters_total;
28 STAT(MONSTERS_KILLED, this) = monsters_killed;
31 void monster_dropitem(entity this, entity attacker)
33 if(!this.candrop || !this.monster_loot)
36 vector org = CENTER_OR_VIEWOFS(this);
38 Item_SetLoot(e, true);
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);
52 e.velocity = randomvec() * 175 + '0 0 325';
53 e.item_spawnshieldtime = time + 0.7;
54 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
58 bool monster_facing(entity this, entity targ)
60 // relies on target having an origin
61 makevectors(this.angles);
62 vector targ_org = targ.origin, my_org = this.origin;
63 if(autocvar_g_monsters_target_infront_2d)
65 targ_org = vec2(targ_org);
66 my_org = vec2(my_org);
68 float dot = normalize(targ_org - my_org) * v_forward;
70 return !(dot <= autocvar_g_monsters_target_infront_range);
73 void monster_makevectors(entity this, entity targ)
77 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
78 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
79 this.v_angle_x = -this.v_angle_x;
82 makevectors(this.v_angle);
89 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
91 // ensure we're not checking nonexistent monster/target
92 if(!this || !targ) { return false; }
95 || (time < game_starttime) // monsters do nothing before match has started
96 || (targ.takedamage == DAMAGE_NO)
98 || (targ.items & IT_INVISIBILITY)
99 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
100 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
101 || (this.monster_follow == targ || targ.monster_follow == this)
102 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
103 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
104 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
105 || (SAME_TEAM(targ, this))
106 || (STAT(FROZEN, targ))
107 || (targ.alpha != 0 && targ.alpha < 0.5)
108 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
109 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
112 // if any of the above checks fail, target is not valid
116 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
117 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
119 if(trace_fraction < 1 && trace_ent != targ)
120 return false; // solid
122 if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
123 if(this.enemy != targ)
125 if(!monster_facing(this, targ))
129 return true; // this target is valid!
132 entity Monster_FindTarget(entity this)
134 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
136 entity closest_target = NULL;
137 vector my_center = CENTER_OR_VIEWOFS(this);
139 // find the closest acceptable target to pass to
140 IL_EACH(g_monster_targets, it.monster_attack,
142 float trange = this.target_range;
143 if(PHYS_INPUT_BUTTON_CROUCH(it))
144 trange *= 0.75; // TODO cvar this
145 vector theirmid = (it.absmin + it.absmax) * 0.5;
146 if(vdist(theirmid - this.origin, >, trange))
148 if(!Monster_ValidTarget(this, it, false))
151 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
152 vector targ_center = CENTER_OR_VIEWOFS(it);
156 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
157 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
158 { closest_target = it; }
160 else { closest_target = it; }
163 return closest_target;
166 void monster_setupcolors(entity this)
168 if(IS_PLAYER(this.realowner))
169 this.colormap = this.realowner.colormap;
170 else if(teamplay && this.team)
171 this.colormap = 1024 + (this.team - 1) * 17;
174 if(this.monster_skill <= MONSTER_SKILL_EASY)
175 this.colormap = 1126;
176 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
177 this.colormap = 1075;
178 else if(this.monster_skill <= MONSTER_SKILL_HARD)
179 this.colormap = 1228;
180 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
181 this.colormap = 1092;
182 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
183 this.colormap = 1160;
185 this.colormap = 1024;
188 if(this.colormap > 0)
189 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
191 this.glowmod = '1 1 1';
194 void monster_changeteam(entity this, int newteam)
196 if(!teamplay) { return; }
199 if(!this.monster_attack)
200 IL_PUSH(g_monster_targets, this);
201 this.monster_attack = true; // new team, activate attacking
202 monster_setupcolors(this);
206 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
208 this.sprite.team = newteam;
209 this.sprite.SendFlags |= 1;
213 .void(entity) monster_delayedfunc;
214 void Monster_Delay_Action(entity this)
216 // TODO: maybe do check for facing here
217 if(Monster_ValidTarget(this.owner, this.owner.enemy, false)) { this.monster_delayedfunc(this.owner); }
222 setthink(this, Monster_Delay_Action);
223 this.nextthink = time + this.count;
227 setthink(this, SUB_Remove);
228 this.nextthink = time;
232 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
234 // deferred attacking, checks if monster is still alive and target is still valid before attacking
237 setthink(e, Monster_Delay_Action);
238 e.nextthink = time + defer_amnt;
239 e.count = defer_amnt;
241 e.monster_delayedfunc = func;
242 e.cnt = repeat_count;
250 string get_monster_model_datafilename(string m, float sk, string fil)
255 m = "models/monsters/*_";
257 m = strcat(m, ftos(sk));
260 return strcat(m, ".", fil);
263 void Monster_Sound_Precache(string f)
267 fh = fopen(f, FILE_READ);
270 while((s = fgets(fh)))
272 if(tokenize_console(s) != 3)
274 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
277 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
282 void Monster_Sounds_Precache(entity this)
284 string m = (Monsters_from(this.monsterid)).m_model.model_str();
285 float globhandle, n, i;
288 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
291 n = search_getsize(globhandle);
292 for (i = 0; i < n; ++i)
294 //print(search_getfilename(globhandle, i), "\n");
295 f = search_getfilename(globhandle, i);
296 Monster_Sound_Precache(f);
298 search_end(globhandle);
301 void Monster_Sounds_Clear(entity this)
303 #define _MSOUND(m) strfree(this.monstersound_##m);
308 .string Monster_Sound_SampleField(string type)
310 GetMonsterSoundSampleField_notFound = 0;
313 #define _MSOUND(m) case #m: return monstersound_##m;
317 GetMonsterSoundSampleField_notFound = 1;
321 bool Monster_Sounds_Load(entity this, string f, int first)
325 float fh = fopen(f, FILE_READ);
328 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
331 while((s = fgets(fh)))
333 if(tokenize_console(s) != 3)
335 field = Monster_Sound_SampleField(argv(0));
336 if(GetMonsterSoundSampleField_notFound)
338 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
344 .int skin_for_monstersound;
345 void Monster_Sounds_Update(entity this)
347 if(this.skin == this.skin_for_monstersound) { return; }
349 this.skin_for_monstersound = this.skin;
350 Monster_Sounds_Clear(this);
351 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
352 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
355 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
357 if(!autocvar_g_monsters_sounds) { return; }
360 if(time < this.msound_delay)
362 string sample = this.(samplefield);
363 if (sample != "") sample = GlobalSound_sample(sample, random());
364 float myscale = ((this.scale) ? this.scale : 1); // safety net
365 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
367 this.msound_delay = time + sound_delay;
371 // =======================
372 // Monster attack handlers
373 // =======================
375 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
377 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
379 setanim(this, anim, false, true, false);
381 if(this.animstate_endtime > time && IS_MONSTER(this))
382 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
384 this.attack_finished_single[0] = this.anim_finished = time + animtime;
386 monster_makevectors(this, targ);
388 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
390 if(trace_ent.takedamage)
391 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
396 bool Monster_Attack_Leap_Check(entity this, vector vel)
398 if(this.state && IS_MONSTER(this))
399 return false; // already attacking
400 if(!IS_ONGROUND(this))
401 return false; // not on the ground
402 if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
403 return false; // called when dead?
404 if(time < this.attack_finished_single[0])
405 return false; // still attacking
407 vector old = this.velocity;
410 tracetoss(this, this);
412 if(trace_ent != this.enemy)
418 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
420 if(!Monster_Attack_Leap_Check(this, vel))
423 setanim(this, anm, false, true, false);
425 if(this.animstate_endtime > time && IS_MONSTER(this))
426 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
428 this.attack_finished_single[0] = this.anim_finished = time + animtime;
431 this.state = MONSTER_ATTACK_RANGED;
432 settouch(this, touchfunc);
435 UNSET_ONGROUND(this);
440 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
442 int slot = weaponslot(weaponentity);
445 || (!this.monster_attackfunc)
446 || (time < this.attack_finished_single[slot])
447 || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
450 if(vdist(targ.origin - this.origin, <=, this.attack_range))
452 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
453 if(attack_success == 1)
454 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
455 else if(attack_success > 0)
459 if(vdist(targ.origin - this.origin, >, this.attack_range))
461 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
462 if(attack_success == 1)
463 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
464 else if(attack_success > 0)
470 // ======================
471 // Main monster functions
472 // ======================
474 void Monster_UpdateModel(entity this)
476 // assume some defaults
477 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
478 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
479 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
480 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
481 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
482 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
483 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
484 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
485 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
486 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
488 // then get the real values
489 Monster mon = Monsters_from(this.monsterid);
490 mon.mr_anim(mon, this);
493 void Monster_Touch(entity this, entity toucher)
495 if(!toucher) { return; }
497 if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
498 if(Monster_ValidTarget(this, toucher, true))
499 this.enemy = toucher;
502 void Monster_Miniboss_Check(entity this)
504 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
507 float chance = random() * 100;
509 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
510 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
512 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
513 this.effects |= EF_RED;
515 this.weapon = WEP_VORTEX.m_id;
519 bool Monster_Respawn_Check(entity this)
521 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
522 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
523 return true; // enabled by a mutator
525 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
528 if(!autocvar_g_monsters_respawn)
534 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
538 void Monster_Dead_Fade(entity this)
540 if(Monster_Respawn_Check(this))
542 this.spawnflags |= MONSTERFLAG_RESPAWNED;
543 setthink(this, Monster_Respawn);
544 this.nextthink = time + this.respawntime;
545 this.monster_lifetime = 0;
546 this.deadflag = DEAD_RESPAWNING;
547 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
549 this.pos1 = this.origin;
550 this.pos2 = this.angles;
552 this.event_damage = func_null;
553 this.event_heal = func_null;
554 this.takedamage = DAMAGE_NO;
555 setorigin(this, this.pos1);
556 this.angles = this.pos2;
557 SetResourceExplicit(this, RES_HEALTH, this.max_health);
558 setmodel(this, MDL_Null);
562 // number of monsters spawned with mobspawn command
565 SUB_SetFade(this, time + 3, 1);
569 void Monster_Use(entity this, entity actor, entity trigger)
571 if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
574 vector Monster_Move_Target(entity this, entity targ)
576 // enemy is always preferred target
579 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
580 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
581 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
583 // cases where the enemy may have changed their state (don't need to check everything here)
584 if( (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
585 || (STAT(FROZEN, this.enemy))
586 || (this.enemy.flags & FL_NOTARGET)
587 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
588 || (this.enemy.takedamage == DAMAGE_NO)
589 || (vdist(this.origin - targ_origin, >, this.target_range))
590 || ((trace_fraction < 1) && (trace_ent != this.enemy))
598 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
599 print("Trace origin: ", vtos(targ_origin), "\n");
600 print("Target origin: ", vtos(this.enemy.origin), "\n");
601 print("My origin: ", vtos(this.origin), "\n"); */
603 this.monster_movestate = MONSTER_MOVE_ENEMY;
604 this.last_trace = time + 1.2;
605 if(this.monster_moveto)
606 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
611 /*makevectors(this.angles);
612 this.monster_movestate = MONSTER_MOVE_ENEMY;
613 this.last_trace = time + 1.2;
614 return this.enemy.origin; */
617 switch(this.monster_moveflags)
619 case MONSTER_MOVE_FOLLOW:
621 this.monster_movestate = MONSTER_MOVE_FOLLOW;
622 this.last_trace = time + 0.3;
623 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
625 case MONSTER_MOVE_SPAWNLOC:
627 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
628 this.last_trace = time + 2;
631 case MONSTER_MOVE_NOMOVE:
633 if(this.monster_moveto)
635 this.last_trace = time + 0.5;
636 return this.monster_moveto;
640 this.monster_movestate = MONSTER_MOVE_NOMOVE;
641 this.last_trace = time + 2;
646 case MONSTER_MOVE_WANDER:
649 this.monster_movestate = MONSTER_MOVE_WANDER;
651 if(this.monster_moveto)
653 this.last_trace = time + 0.5;
654 pos = this.monster_moveto;
658 this.last_trace = time + 0.5;
663 this.last_trace = time + this.wander_delay;
665 this.angles_y = rint(random() * 500);
666 makevectors(this.angles);
667 pos = this.origin + v_forward * this.wander_distance;
669 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
671 pos.z = random() * 200;
684 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
686 // update goal entity if lost
687 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
688 this.goalentity = find(NULL, targetname, this.target2);
690 if(STAT(FROZEN, this))
692 movelib_brake_simple(this, stpspeed);
693 setanim(this, this.anim_idle, true, false, false);
694 return; // no physics while frozen!
697 if(this.flags & FL_SWIM)
699 if(this.waterlevel < WATERLEVEL_WETFEET)
701 if(time >= this.last_trace)
703 this.last_trace = time + 0.4;
705 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
706 this.angles = '90 90 0';
709 this.velocity_y += random() * 50;
710 this.velocity_x -= random() * 50;
714 this.velocity_y -= random() * 50;
715 this.velocity_x += random() * 50;
717 this.velocity_z += random() * 150;
721 set_movetype(this, MOVETYPE_BOUNCE);
722 //this.velocity_z = -200;
726 else if(this.move_movetype == MOVETYPE_BOUNCE)
729 set_movetype(this, MOVETYPE_WALK);
733 entity targ = this.goalentity;
735 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
737 || this.draggedby != NULL
738 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
739 || time < game_starttime
740 || (autocvar_g_campaign && !campaign_bots_may_start)
741 || time < this.spawn_time)
743 runspeed = walkspeed = 0;
744 if(time >= this.spawn_time)
745 setanim(this, this.anim_idle, true, false, false);
746 movelib_brake_simple(this, stpspeed);
750 targ = M_ARGV(3, entity);
751 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
752 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
754 if(teamplay && autocvar_g_monsters_teams)
755 if(DIFF_TEAM(this.monster_follow, this))
756 this.monster_follow = NULL;
758 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
761 settouch(this, Monster_Touch);
764 if(this.state && time >= this.attack_finished_single[0])
765 this.state = 0; // attack is over
767 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
768 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
769 this.moveto = Monster_Move_Target(this, targ);
772 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
774 if(this.state == MONSTER_ATTACK_MELEE)
775 this.moveto = this.origin;
777 if(this.enemy && this.enemy.vehicle)
780 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
781 this.moveto_z = this.origin_z;
783 fixedmakevectors(this.angles);
784 float vz = this.velocity_z;
786 if(!turret_closetotarget(this, this.moveto, 16))
788 bool do_run = (this.enemy || this.monster_moveto);
789 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
791 if(time > this.pain_finished && time > this.anim_finished)
794 if(vdist(this.velocity, >, 10))
795 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
797 setanim(this, this.anim_idle, true, false, false);
802 entity e = this.goalentity; //find(NULL, targetname, this.target2);
803 if(e.target2 && e.target2 != "")
804 this.target2 = e.target2;
805 else if(e.target && e.target != "") // compatibility
806 this.target2 = e.target;
808 movelib_brake_simple(this, stpspeed);
809 if(time > this.anim_finished && time > this.pain_finished)
811 if(vdist(this.velocity, <=, 30))
812 setanim(this, this.anim_idle, true, false, false);
815 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
816 this.velocity_z = vz;
818 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
820 vector real_angle = vectoangles(this.steerto) - this.angles;
822 if(this.state == MONSTER_ATTACK_MELEE)
826 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
827 this.angles_y += turny;
831 void Monster_Remove(entity this)
834 return; // don't remove it?
836 if(!this) { return; }
838 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
839 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
841 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
843 .entity weaponentity = weaponentities[slot];
844 if(this.(weaponentity))
845 delete(this.(weaponentity));
847 if(this.iceblock) { delete(this.iceblock); }
848 WaypointSprite_Kill(this.sprite);
852 void Monster_Dead_Think(entity this)
854 this.nextthink = time + this.ticrate;
856 Monster mon = Monsters_from(this.monsterid);
857 mon.mr_deadthink(mon, this);
859 if(this.monster_lifetime != 0)
860 if(time >= this.monster_lifetime)
862 Monster_Dead_Fade(this);
867 void Monster_Appear(entity this, entity actor, entity trigger)
870 Monster_Spawn(this, false, this.monsterid);
873 bool Monster_Appear_Check(entity this, int monster_id)
875 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
878 setthink(this, func_null);
879 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
881 this.use = Monster_Appear;
882 this.flags = FL_MONSTER; // set so this monster can get butchered
887 void Monster_Reset(entity this)
889 setorigin(this, this.pos1);
890 this.angles = this.pos2;
892 Unfreeze(this, false); // remove any icy remains
894 SetResourceExplicit(this, RES_HEALTH, this.max_health);
895 this.velocity = '0 0 0';
897 this.goalentity = NULL;
898 this.attack_finished_single[0] = 0;
899 this.moveto = this.origin;
902 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
904 TakeResource(this, RES_HEALTH, damage);
906 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
908 if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
910 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
912 // number of monsters spawned with mobspawn command
915 setthink(this, SUB_Remove);
916 this.nextthink = time + 0.1;
917 this.event_damage = func_null;
921 void Monster_Dead(entity this, entity attacker, float gibbed)
923 setthink(this, Monster_Dead_Think);
924 this.nextthink = time;
925 this.monster_lifetime = time + 5;
927 if(STAT(FROZEN, this))
928 Unfreeze(this, false); // remove any icy remains
930 monster_dropitem(this, attacker);
932 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
934 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
935 monsters_killed += 1;
937 if(IS_PLAYER(attacker))
938 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
939 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
943 // number of monsters spawned with mobspawn command
947 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
948 _setmodel(this, this.mdl_dead);
950 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
951 this.event_heal = func_null;
952 this.solid = SOLID_CORPSE;
953 this.takedamage = DAMAGE_AIM;
954 this.deadflag = DEAD_DEAD;
956 set_movetype(this, MOVETYPE_TOSS);
957 this.moveto = this.origin;
958 settouch(this, Monster_Touch); // reset incase monster was pouncing
959 this.reset = func_null;
961 this.attack_finished_single[0] = 0;
963 this.dphitcontentsmask &= ~DPCONTENTS_BODY;
965 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
966 this.velocity = '0 0 0';
968 CSQCModel_UnlinkEntity(this);
970 Monster mon = Monsters_from(this.monsterid);
971 mon.mr_death(mon, this);
973 if(this.candrop && this.weapon)
975 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
976 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
980 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
982 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
985 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
988 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
991 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
994 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
997 vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1001 Monster mon = Monsters_from(this.monsterid);
1002 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1006 TakeResource(this, RES_HEALTH, take);
1007 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1011 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1013 this.dmg_time = time;
1015 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1016 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1018 this.velocity += force * this.damageforcescale;
1020 if(deathtype != DEATH_DROWN.m_id && take)
1022 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1024 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1026 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1029 if(GetResource(this, RES_HEALTH) <= 0)
1031 if(deathtype == DEATH_KILL.m_id)
1032 this.candrop = false; // killed by mobkill command
1035 SUB_UseTargets(this, attacker, this.enemy);
1036 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1038 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1040 WaypointSprite_Kill(this.sprite);
1042 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1044 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1046 Violence_GibSplash(this, 1, 0.5, attacker);
1048 setthink(this, SUB_Remove);
1049 this.nextthink = time + 0.1;
1054 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1056 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1057 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1060 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1062 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1066 // don't check for enemies, just keep walking in a straight line
1067 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1069 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)
1072 if(time >= this.spawn_time)
1073 setanim(this, this.anim_idle, true, false, false);
1074 movelib_brake_simple(this, 0.6);
1078 makevectors(this.angles);
1079 vector a = CENTER_OR_VIEWOFS(this);
1080 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1082 traceline(a, b, MOVE_NORMAL, this);
1084 bool reverse = false;
1085 if(trace_fraction != 1.0)
1087 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1089 if(trace_ent && IS_MONSTER(trace_ent))
1092 if(!allow_jumpoff && IS_ONGROUND(this))
1094 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1095 if(trace_fraction == 1.0)
1101 this.angles_y = anglemods(this.angles_y - 180);
1102 makevectors(this.angles);
1105 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1107 if(time > this.pain_finished && time > this.attack_finished_single[0])
1109 if(vdist(this.velocity, >, 10))
1110 setanim(this, this.anim_walk, true, false, false);
1112 setanim(this, this.anim_idle, true, false, false);
1116 void Monster_Anim(entity this)
1118 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1123 // Decide on which death animation to use.
1125 deadbits = ANIMSTATE_DEAD1;
1127 deadbits = ANIMSTATE_DEAD2;
1132 // Clear a previous death animation.
1135 int animbits = deadbits;
1136 if(STAT(FROZEN, this))
1137 animbits |= ANIMSTATE_FROZEN;
1139 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1140 animdecide_setstate(this, animbits, false);
1141 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1143 /* // weapon entities for monsters?
1144 if (this.weaponentity)
1146 updateanim(this.weaponentity);
1147 if (!this.weaponentity.animstate_override)
1148 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1153 void Monster_Frozen_Think(entity this)
1155 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1157 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1158 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1159 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1161 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1162 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1164 if(STAT(REVIVE_PROGRESS, this) >= 1)
1165 Unfreeze(this, false);
1167 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1169 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1170 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1172 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1173 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1175 if(GetResource(this, RES_HEALTH) < 1)
1177 Unfreeze(this, false);
1178 if(this.event_damage)
1179 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1181 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1182 Unfreeze(this, false);
1184 // otherwise, no revival!
1186 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1189 void Monster_Enemy_Check(entity this)
1194 this.enemy = Monster_FindTarget(this);
1197 WarpZone_RefSys_Copy(this.enemy, this);
1198 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1199 // update move target immediately?
1200 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1201 this.monster_moveto = '0 0 0';
1202 this.monster_face = '0 0 0';
1204 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1208 void Monster_Think(entity this)
1210 setthink(this, Monster_Think);
1211 this.nextthink = time + this.ticrate;
1213 if(this.monster_lifetime && time >= this.monster_lifetime)
1215 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1219 if(STAT(FROZEN, this))
1220 Monster_Frozen_Think(this);
1221 else if(time >= this.last_enemycheck)
1223 Monster_Enemy_Check(this);
1224 this.last_enemycheck = time + 1; // check for enemies every second
1227 Monster mon = Monsters_from(this.monsterid);
1228 if(mon.mr_think(mon, this))
1230 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1232 .entity weaponentity = weaponentities[0]; // TODO?
1233 Monster_Attack_Check(this, this.enemy, weaponentity);
1238 CSQCMODEL_AUTOUPDATE(this);
1241 bool Monster_Spawn_Setup(entity this)
1243 Monster mon = Monsters_from(this.monsterid);
1244 mon.mr_setup(mon, this);
1246 // ensure some basic needs are met
1247 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1248 if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1249 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1250 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1251 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1252 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1253 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1255 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1257 Monster_Miniboss_Check(this);
1258 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1261 this.skin = rint(random() * 4);
1264 this.max_health = GetResource(this, RES_HEALTH);
1265 this.pain_finished = this.nextthink;
1266 this.last_enemycheck = this.spawn_time + random(); // slight delay
1268 if(IS_PLAYER(this.monster_follow))
1269 this.effects |= EF_DIMLIGHT;
1271 if(!this.wander_delay) { this.wander_delay = 2; }
1272 if(!this.wander_distance) { this.wander_distance = 600; }
1274 Monster_Sounds_Precache(this);
1275 Monster_Sounds_Update(this);
1279 if(!this.monster_attack)
1280 IL_PUSH(g_monster_targets, this);
1281 this.monster_attack = true; // we can have monster enemies in team games
1284 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1286 if(autocvar_g_monsters_healthbars)
1288 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1289 wp.wp_extra = this.monsterid;
1290 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1291 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1293 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1294 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1298 setthink(this, Monster_Think);
1299 this.nextthink = time + this.ticrate;
1301 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1307 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1309 // setup the basic required properties for a monster
1310 entity mon = Monsters_from(mon_id);
1311 if(!mon.monsterid) { return false; } // invalid monster
1313 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1315 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1317 IL_PUSH(g_monsters, this);
1318 if(this.mdl && this.mdl != "")
1319 precache_model(this.mdl);
1320 if(this.mdl_dead && this.mdl_dead != "")
1321 precache_model(this.mdl_dead);
1324 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1326 if(!this.monster_skill)
1327 this.monster_skill = cvar("g_monsters_skill");
1329 // support for quake style removing monsters based on skill
1330 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1331 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1332 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1334 if(this.team && !teamplay)
1337 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1338 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1339 monsters_total += 1;
1341 if(this.mdl && this.mdl != "")
1342 _setmodel(this, this.mdl);
1344 setmodel(this, mon.m_model);
1346 if(!this.monster_name || this.monster_name == "")
1347 this.monster_name = mon.monster_name;
1349 this.flags = FL_MONSTER;
1350 this.classname = "monster";
1351 this.takedamage = DAMAGE_AIM;
1352 if(!this.bot_attack)
1353 IL_PUSH(g_bot_targets, this);
1354 this.bot_attack = true;
1355 this.iscreature = true;
1356 this.teleportable = true;
1357 if(!this.damagedbycontents)
1358 IL_PUSH(g_damagedbycontents, this);
1359 this.damagedbycontents = true;
1360 this.monsterid = mon_id;
1361 this.event_damage = Monster_Damage;
1362 this.event_heal = Monster_Heal;
1363 settouch(this, Monster_Touch);
1364 this.use = Monster_Use;
1365 this.solid = SOLID_BBOX;
1366 set_movetype(this, MOVETYPE_WALK);
1367 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1369 this.velocity = '0 0 0';
1370 this.moveto = this.origin;
1371 this.pos1 = this.origin;
1372 this.pos2 = this.angles;
1373 this.reset = Monster_Reset;
1374 this.netname = mon.netname;
1375 this.monster_attackfunc = mon.monster_attackfunc;
1376 this.candrop = true;
1377 this.oldtarget2 = this.target2;
1378 this.deadflag = DEAD_NO;
1379 this.spawn_time = time;
1381 this.monster_moveto = '0 0 0';
1382 this.monster_face = '0 0 0';
1383 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1385 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1386 if(!this.scale) { this.scale = 1; }
1387 if(autocvar_g_monsters_edit) { this.grab = 1; }
1388 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1389 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1390 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1392 if(autocvar_g_monsters_playerclip_collisions)
1393 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1395 if(mon.spawnflags & MONSTER_TYPE_FLY)
1397 this.flags |= FL_FLY;
1398 set_movetype(this, MOVETYPE_FLY);
1401 if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1404 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1405 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1407 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1409 Monster_UpdateModel(this);
1411 if(!Monster_Spawn_Setup(this))
1413 Monster_Remove(this);
1419 setorigin(this, this.origin + '0 0 20');
1420 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1421 setorigin(this, trace_endpos);
1424 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1425 monster_setupcolors(this);
1427 CSQCMODEL_AUTOINIT(this);