1 // TODO: clean up this file?
5 if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8 self.think = SUB_Remove;
9 self.nextthink = time + 0.1;
13 void monster_item_spawn()
15 self.monster_delayedattack();
17 self.think = monster_item_spawn;
18 self.nextthink = time + 0.1;
20 self.velocity = randomvec() * 175 + '0 0 325';
21 self.touch = M_Item_Touch;
23 SUB_SetFade(self, time + 5, 1);
26 void Monster_DropItem (string itype, string itemsize)
28 vector org = self.origin + ((self.mins + self.maxs) * 0.5);
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;
51 case "mega": e.monster_delayedattack = spawnfunc_item_health_mega; break;
52 case "large": e.monster_delayedattack = spawnfunc_item_health_large; break;
53 case "medium": e.monster_delayedattack = spawnfunc_item_health_medium; break;
54 case "small": e.monster_delayedattack = spawnfunc_item_health_small; break;
63 case "shells": e.monster_delayedattack = spawnfunc_item_shells; break;
64 case "cells": e.monster_delayedattack = spawnfunc_item_cells; break;
65 case "rockets": e.monster_delayedattack = spawnfunc_item_rockets; break;
67 case "nails": e.monster_delayedattack = spawnfunc_item_bullets; break;
76 e.monster_delayedattack = spawnfunc_item_minst_cells;
78 e.think = monster_item_spawn;
79 e.nextthink = time + 0.1;
82 float monster_isvalidtarget (entity targ, entity ent)
85 return FALSE; // this check should fix a crash
87 if(time < game_starttime)
88 return FALSE; // monsters do nothing before the match has started
90 WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
92 if(vlen(targ.origin - ent.origin) >= ent.target_range)
93 return FALSE; // enemy is too far away
95 if not(targ.vehicle_flags & VHF_ISVEHICLE)
97 return FALSE; // we can't see the enemy
99 if(targ.takedamage == DAMAGE_NO)
100 return FALSE; // enemy can't be damaged
102 if(targ.items & IT_INVISIBILITY)
103 return FALSE; // enemy is invisible
105 if(IS_SPEC(targ) || IS_OBSERVER(targ))
106 return FALSE; // enemy is a spectator
108 if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
109 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
110 return FALSE; // enemy/self is dead
112 if(targ.monster_owner == ent || ent.monster_owner == targ)
113 return FALSE; // enemy owns us, or we own them
115 if not(targ.vehicle_flags & VHF_ISVEHICLE)
116 if(targ.flags & FL_NOTARGET)
117 return FALSE; // enemy can't be targetted
119 if not(autocvar_g_monsters_typefrag)
121 return FALSE; // no typefragging!
123 if not(IsDifferentTeam(targ, ent))
124 return FALSE; // enemy is on our team
129 entity FindTarget (entity ent)
131 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
134 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
135 if(monster_isvalidtarget(e, ent))
146 if(self.enemy != other)
147 if not(other.flags & FL_MONSTER)
148 if(monster_isvalidtarget(other, self))
152 void monster_sound(string msound, float sound_delay, float delaytoo)
154 if(delaytoo && time < self.msound_delay)
158 return; // sound doesn't exist
160 sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
162 self.msound_delay = time + sound_delay;
165 void monster_precachesounds(entity e)
167 precache_sound(e.msound_idle);
168 precache_sound(e.msound_death);
169 precache_sound(e.msound_attack_melee);
170 precache_sound(e.msound_attack_ranged);
171 precache_sound(e.msound_sight);
172 precache_sound(e.msound_pain);
175 void monster_melee (entity targ, float damg, float er, float deathtype)
177 float bigdmg = 0, rdmg = damg * random();
179 if (self.health <= 0)
184 if (vlen(self.origin - targ.origin) > er * self.scale)
187 bigdmg = rdmg * self.scale;
189 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
192 void Monster_CheckDropCvars (string mon)
195 return; // forced off
200 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
201 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
203 monster_dropitem = dropitem;
204 monster_dropsize = dropsize;
205 MUTATOR_CALLHOOK(MonsterDropItem);
206 dropitem = monster_dropitem;
207 dropsize = monster_dropsize;
209 if(autocvar_g_monsters_forcedrop)
210 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
211 else if(dropitem != "")
212 Monster_DropItem(dropitem, dropsize);
214 Monster_DropItem("armor", "medium");
217 void ScaleMonster (float scle)
219 // this should prevent monster from falling through floor when scale changes
221 setorigin(self, self.origin + ('0 0 30' * scle));
224 void Monster_CheckMinibossFlag ()
226 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
229 float r = random() * 4, chance = random() * 100;
231 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
232 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
234 self.health += autocvar_g_monsters_miniboss_healthboost;
236 self.flags |= MONSTERFLAG_MINIBOSS;
237 self.weapon = WEP_NEX;
239 if (r < 2 || self.team == NUM_TEAM_2)
241 self.strength_finished = -1;
242 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
244 else if (r >= 1 || self.team == NUM_TEAM_1)
246 self.invincible_finished = -1;
247 self.effects |= (EF_FULLBRIGHT | EF_RED);
250 self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
256 self.colormod = randomvec() * 4;
260 float Monster_CanRespawn(entity ent)
263 if(MUTATOR_CALLHOOK(MonsterRespawn))
264 return TRUE; // enabled by a mutator
266 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
269 if not(autocvar_g_monsters_respawn)
277 if(Monster_CanRespawn(self))
279 self.monster_respawned = TRUE;
281 self.think = self.monster_spawnfunc;
282 self.nextthink = time + self.respawntime;
283 setorigin(self, self.pos1);
284 self.angles = self.pos2;
285 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
288 self.think = SUB_Remove;
289 self.nextthink = time + 4;
290 SUB_SetFade(self, time + 3, 1);
293 float Monster_CanJump (vector vel)
295 local vector old = self.velocity;
298 tracetoss(self, self);
300 if (trace_ent != self.enemy)
306 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
308 if not(self.flags & FL_ONGROUND)
311 return FALSE; // called when dead?
312 if not(Monster_CanJump(vel))
316 self.state = MONSTER_STATE_ATTACK_LEAP;
317 self.touch = touchfunc;
320 if (self.flags & FL_ONGROUND)
321 self.flags -= FL_ONGROUND;
323 self.attack_finished_single = time + anim_finished;
328 float GenericCheckAttack ()
330 // checking attack while dead?
331 if (self.health <= 0 || self.enemy == world)
334 if(self.monster_delayedattack && self.delay != -1)
336 if(time < self.delay)
339 self.monster_delayedattack();
342 if (time < self.attack_finished_single)
345 if(self.attack_melee)
346 if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
348 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
349 self.attack_melee(); // don't wait for nextthink - too slow
353 // monster doesn't have a ranged attack function, so stop here
354 if not(self.attack_ranged)
357 // see if any entities are in the way of the shot
358 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
361 if(self.attack_ranged())
363 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
374 if (self.health <= 0)
377 if(!monster_isvalidtarget(activator, self))
380 self.enemy = activator;
383 float trace_path(vector from, vector to)
385 vector dir = normalize(to - from) * 15, offset = '0 0 0';
386 float trace1 = trace_fraction;
390 traceline (from+offset, to+offset, TRUE, self);
392 traceline(from-offset, to-offset, TRUE, self);
394 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
397 vector monster_pickmovetarget(entity targ)
399 // enemy is always preferred target
402 self.monster_movestate = MONSTER_MOVE_ENEMY;
403 return self.enemy.origin;
407 self.monster_movestate = MONSTER_MOVE_WANDER;
411 switch(self.monster_moveflags)
413 case MONSTER_MOVE_OWNER:
415 self.monster_movestate = MONSTER_MOVE_OWNER;
416 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
417 return self.monster_owner.origin;
419 case MONSTER_MOVE_WANDER:
421 self.monster_movestate = MONSTER_MOVE_WANDER;
423 self.angles_y = random() * 500;
424 makevectors(self.angles);
425 return self.origin + v_forward * 600;
427 case MONSTER_MOVE_SPAWNLOC:
429 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
433 case MONSTER_MOVE_NOMOVE:
435 self.monster_movestate = MONSTER_MOVE_NOMOVE;
442 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
445 self.goalentity = find(world, targetname, self.target);
451 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
452 self.health = max(1, self.max_health * self.revive_progress);
454 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
456 movelib_beak_simple(stopspeed);
458 self.velocity = '0 0 0';
460 self.nextthink = time + 0.1;
462 if(self.revive_progress >= 1)
463 Unfreeze(self); // wait for next think before attacking
465 return; // no moving while frozen
468 if(self.flags & FL_SWIM)
470 if(self.waterlevel < WATERLEVEL_WETFEET)
472 if(time >= self.last_trace)
474 self.last_trace = time + 0.4;
475 self.angles = '0 0 -90';
476 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
479 self.velocity_y += random() * 50;
480 self.velocity_x -= random() * 50;
484 self.velocity_y -= random() * 50;
485 self.velocity_x += random() * 50;
487 //self.velocity_z += random() * 150;
488 self.movetype = MOVETYPE_BOUNCE;
489 self.velocity_z = -200;
495 self.angles = '0 0 0';
496 self.movetype = MOVETYPE_WALK;
500 if(gameover || time < game_starttime)
502 runspeed = walkspeed = 0;
503 self.frame = manim_idle;
504 movelib_beak_simple(stopspeed);
508 targ = self.goalentity;
510 monster_target = targ;
511 monster_speed_run = runspeed;
512 monster_speed_walk = walkspeed;
513 MUTATOR_CALLHOOK(MonsterMove);
514 targ = monster_target;
515 runspeed = monster_speed_run;
516 walkspeed = monster_speed_walk;
518 if(IsDifferentTeam(self.monster_owner, self))
519 self.monster_owner = world;
521 if not(monster_isvalidtarget(self.enemy, self))
522 self.enemy = world; // check enemy each think frame?
526 self.enemy = FindTarget(self);
528 monster_sound(self.msound_sight, 0, FALSE);
531 if(time >= self.last_trace)
533 if(self.monster_movestate == MONSTER_MOVE_WANDER && self.goalentity.classname != "td_waypoint")
534 self.last_trace = time + 2;
536 self.last_trace = time + 0.5;
537 self.moveto = monster_pickmovetarget(targ);
541 monster_sound(self.msound_idle, 5, TRUE);
543 vector angles_face = vectoangles(self.moveto - self.origin);
544 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
545 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
546 self.angles_y = angles_face_y;
548 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
551 self.touch = MonsterTouch;
554 v_forward = normalize(self.moveto - self.origin);
556 float l = vlen(self.moveto - self.origin);
557 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
558 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
560 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
561 if(self.flags & FL_ONGROUND)
562 movelib_jump_simple(100);
564 if(vlen(self.origin - self.moveto) > 64)
566 if(self.flags & FL_FLY)
567 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
569 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
570 if(time > self.pain_finished)
571 if(time > self.attack_finished_single)
572 self.frame = ((self.enemy) ? manim_run : manim_walk);
576 movelib_beak_simple(stopspeed);
577 if(time > self.attack_finished_single)
578 if(time > self.pain_finished)
579 if (vlen(self.velocity) <= 30)
581 self.frame = manim_idle;
583 self.angles_y = enemy_face_y;
585 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
589 if(self.enemy && self.checkattack)
593 void monsters_setstatus()
595 self.stat_monsters_total = monsters_total;
596 self.stat_monsters_killed = monsters_killed;
599 void Monster_Appear ()
601 self.enemy = activator;
602 self.spawnflags &~= MONSTERFLAG_APPEAR;
603 self.monster_spawnfunc();
606 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
608 if(self.frozen && deathtype != DEATH_KILL)
611 if(time < self.pain_finished && deathtype != DEATH_KILL)
614 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
615 if(monster_isvalidtarget(attacker, self))
616 self.enemy = attacker;
618 damage *= self.armorvalue;
620 self.health -= damage;
623 WaypointSprite_UpdateHealth(self.sprite, self.health);
625 self.dmg_time = time;
627 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
628 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
630 self.velocity += force * self.damageforcescale;
632 if(deathtype != DEATH_DROWN)
634 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
636 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
638 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
645 // Update one more time to avoid waypoint fading without emptying healthbar
646 WaypointSprite_UpdateHealth(self.sprite, 0);
649 if(deathtype == DEATH_KILL)
650 self.candrop = FALSE; // killed by mobkill command
652 activator = attacker;
654 self.target = self.target2;
660 frag_attacker = attacker;
662 MUTATOR_CALLHOOK(MonsterDies);
666 // used to hook into monster post death functions without a mutator
667 void monster_hook_death()
670 WaypointSprite_Kill(self.sprite);
672 if(self.weaponentity)
674 remove(self.weaponentity);
675 self.weaponentity = world;
678 monster_sound(self.msound_death, 0, FALSE);
680 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
681 monsters_killed += 1;
683 if(self.candrop && self.weapon)
684 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
686 if(self.realowner.classname == "monster_spawner")
687 self.realowner.spawner_monstercount -= 1;
689 if(IS_CLIENT(self.realowner))
690 self.realowner.monstercount -= 1;
695 // used to hook into monster post spawn functions without a mutator
696 void monster_hook_spawn()
698 Monster_CheckMinibossFlag();
700 self.max_health = self.health;
701 self.pain_finished = self.nextthink;
703 monster_precachesounds(self);
705 if(teamplay && self.team)
707 //self.colormod = Team_ColorRGB(self.team);
708 //self.glowmod = self.colormod;
709 self.colormap = 1024 + (self.team - 1) * 17;
710 self.colormod = '1 1 1';
711 self.glowmod = Team_ColorRGB(self.team);
712 self.monster_attack = TRUE;
715 self.colormod = self.glowmod = '1 1 1';
720 self.target2 = self.target;
721 self.goalentity = find(world, targetname, self.target);
724 self.sprite_height *= self.scale; // do this after setting the monster's scale
726 if(autocvar_g_monsters_healthbars)
728 WaypointSprite_Spawn(self.netname, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
729 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
730 WaypointSprite_UpdateHealth(self.sprite, self.health);
733 monster_sound(self.msound_spawn, 0, FALSE);
735 MUTATOR_CALLHOOK(MonsterSpawn);
738 float monster_initialize(string net_name,
746 if not(autocvar_g_monsters)
749 // support for quake style removing monsters based on skill
750 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
751 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
752 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
753 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
754 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
758 error("monsters: missing bodymodel!");
760 if(self.netname == "")
762 if(net_name != "" && IS_PLAYER(self.realowner))
763 net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
764 self.netname = ((net_name == "") ? self.classname : net_name);
770 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
773 ScaleMonster(self.scale);
778 if(self.team && !teamplay)
781 self.flags = FL_MONSTER;
784 bodymodel = self.model;
786 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
787 if not(self.monster_respawned)
790 precache_model(bodymodel);
792 setmodel(self, bodymodel);
794 setsize(self, min_s, max_s);
796 self.takedamage = DAMAGE_AIM;
797 self.bot_attack = TRUE;
798 self.iscreature = TRUE;
799 self.teleportable = TRUE;
800 self.damagedbycontents = TRUE;
801 self.damageforcescale = 0.003;
802 self.monster_die = dieproc;
803 self.event_damage = monsters_damage;
804 self.touch = MonsterTouch;
805 self.use = monster_use;
806 self.solid = SOLID_BBOX;
807 self.movetype = MOVETYPE_WALK;
808 self.delay = -1; // used in attack delay code
809 monsters_spawned += 1;
810 self.think = spawnproc;
811 self.nextthink = time;
813 self.velocity = '0 0 0';
814 self.moveto = self.origin;
815 self.pos1 = self.origin;
816 self.pos2 = self.angles;
819 if not(self.armorvalue)
822 if not(self.target_range)
823 self.target_range = autocvar_g_monsters_target_range;
825 if not(self.respawntime)
826 self.respawntime = autocvar_g_monsters_respawn_delay;
828 if not(self.monster_moveflags)
829 self.monster_moveflags = MONSTER_MOVE_WANDER;
831 if(autocvar_g_nodepthtestplayers)
832 self.effects |= EF_NODEPTHTEST;
834 if(autocvar_g_fullbrightplayers)
835 self.effects |= EF_FULLBRIGHT;
839 setorigin(self, self.origin);
840 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
841 setorigin(self, trace_endpos);