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1 /* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
2
3 // name =[framenum,     nexttime, nextthink] {code}
4 // expands to:
5 // name ()
6 // {
7 //              self.frame=framenum;
8 //              self.nextthink = time + nexttime;
9 //              self.think = nextthink
10 //              <code>
11 // };
12
13 .float ismonster;
14
15 .float modelindex2;
16
17 /*
18 ================
19 monster_use
20
21 Using a monster makes it angry at the current activator
22 LordHavoc: using a monster with the spawnflag 'Appear' makes it appear
23 ================
24 */
25 void() monster_use =
26 {
27         if (self.enemy)
28                 return;
29         if (self.health < 1)
30                 return;
31         if (self.mdl)
32         if (self.spawnflags & MONSTER_APPEAR)
33         {
34                 self.nextthink = time + 0.1;
35                 self.spawnflags = self.spawnflags - MONSTER_APPEAR;
36                 self.solid = SOLID_SLIDEBOX;
37                 self.takedamage = DAMAGE_AIM;
38                 //self.movetype = MOVETYPE_STEP;
39                 self.model = self.mdl;
40                 self.mdl = "";
41                 self.modelindex = self.modelindex2;
42                 self.modelindex2 = 0;
43                 //setorigin(self, self.origin + '0 0 1');
44                 spawn_tdeath(self.origin, self, self.origin);
45                 return;
46         }
47
48 #if 0
49         if (activator.items & IT_INVISIBILITY)
50                 return;
51 #endif
52         if (activator.flags & FL_NOTARGET)
53                 return;
54         if (activator.classname != "player")
55                 return;
56
57         // delay reaction so if the monster is teleported, its sound is still heard
58         self.enemy = activator;
59         self.nextthink = time + 0.1;
60         self.think = FoundTarget;
61 };
62
63 void() monster_appearsetup =
64 {
65         if ((self.spawnflags & MONSTER_APPEAR) == 0)
66                 return;
67         self.mdl = self.model;
68         self.modelindex2 = self.modelindex;
69         self.modelindex = 0;
70         self.solid = SOLID_NOT;
71         self.takedamage = DAMAGE_NO;
72         //self.movetype = MOVETYPE_NONE;
73         self.nextthink = -1;
74         self.model = "";
75 };
76
77 /*
78 ================
79 monster_setalpha
80
81 Sets relative alpha of monster in skill 4 mode.
82 ================
83 */
84 void(float a) monster_setalpha =
85 {
86         if (skill < 4 || self.classname == "monster_hellfish")
87         {
88                 self.alpha = 1.0;
89                 return;
90         }
91
92         if (skill >= 5)
93         {
94                 // randomly forget enemy, this makes monsters randomly return to their normal ghostlike state
95                 if (a == 0)
96                 if (self.enemy)
97                 if (random() < 0.1)
98                         self.enemy = world;
99                 // randomly blink (playing the same alarming sound as if attacking)
100                 if (self.enemy == world)
101                 {
102                         a = 0;
103                         if (time >= 0.3) // don't blink during the init process because it might become permanent
104                         if (random() < 0.005)
105                         {
106                                 // blink for an instant, this causes the appear sound, alarming the player as if under attack
107                                 /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
108                                 sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
109                                 */
110                                 a = 1;
111                         }
112                 }
113                 // if ghosted, become non-solid and immune to damage
114                 if (a <= 0 || self.enemy == world)
115                 {
116                         self.solid = SOLID_NOT;
117                         self.takedamage = DAMAGE_NO;
118                 }
119                 else
120                 {
121                         // if unghosting, make sure we have an enemy, otherwise stay ghosted (even if blinking) so we can't be shot while blinking
122                         /* PLEASE FIX THE SOUND CHANNEL BEFORE ACTIVATING THIS
123                         if (self.solid != SOLID_SLIDEBOX)
124                                 sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
125                         */
126                         self.solid = SOLID_SLIDEBOX;
127                         self.takedamage = DAMAGE_AIM;
128                 }
129         }
130         self.alpha = SKILL4_MINALPHA + (1 - SKILL4_MINALPHA) * bound(0, a, 1);
131 };
132
133 /*
134 ================
135 monster_death_use
136
137 When a mosnter dies, it fires all of its targets with the current
138 enemy as activator.
139 ================
140 */
141 void() monster_death_use =
142 {
143 // fall to ground
144         if (self.flags & FL_FLY)
145                 self.flags = self.flags - FL_FLY;
146         if (self.flags & FL_SWIM)
147                 self.flags = self.flags - FL_SWIM;
148
149         if (!self.target)
150                 return;
151
152         activator = self.enemy;
153         SUB_UseTargets ();
154 };
155
156
157 void() monsterinwall =
158 {
159         local entity e;
160         if (!autocvar_developer)
161                 return;
162         // this is handy for level designers,
163         // puts a spikey ball where the error is...
164         e = spawn();
165         setorigin(e, self.origin);
166         setmodel (e, "models/ebomb.mdl");
167         e.movetype = MOVETYPE_NONE;
168         e.solid = SOLID_NOT;
169         e.think = SUB_Null;
170         e.nextthink = -1;
171         e.scale = 16;
172 };
173
174 //============================================================================
175
176 void() walkmonster_start_go =
177 {
178         self.origin_z = self.origin_z + 1; // raise off floor a bit
179
180         tracebox(self.origin, self.mins, self.maxs, self.origin, TRUE, self);
181         if (trace_startsolid)
182         {
183                 dprint("walkmonster in wall at: ");
184                 dprint(vtos(self.origin));
185                 dprint("\n");
186                 monsterinwall();
187                 droptofloor();
188         }
189         else
190         {
191                 droptofloor();
192                 if (!walkmove(0,0))
193                 {
194                         dprint("walkmonster in wall at: ");
195                         dprint(vtos(self.origin));
196                         dprint("\n");
197                         monsterinwall();
198                 }
199         }
200
201         //self.cantrigger = TRUE;
202
203         self.takedamage = DAMAGE_AIM;
204
205         self.ideal_yaw = self.angles * '0 1 0';
206         if (!self.yaw_speed)
207                 self.yaw_speed = 20;
208         self.view_ofs = '0 0 25';
209         self.use = monster_use;
210
211         self.flags = self.flags | FL_MONSTER;
212
213         if (monsterwander)
214                 self.spawnflags = self.spawnflags | MONSTER_WANDER;
215
216         if (self.target)
217         {
218                 self.goalentity = self.movetarget = find(world, targetname, self.target);
219                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
220                 if (!self.movetarget)
221                 {
222                         dprint("Monster can't find target at ");
223                         dprint(vtos(self.origin));
224                         dprint("\n");
225                 }
226                 // this used to be an objerror
227                 if (self.movetarget.classname == "path_corner")
228                         self.th_walk ();
229                 else
230                 {
231                         if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
232                         {
233                                 monster_spawnwanderpath();
234                                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
235                                 self.th_walk ();
236                         }
237                         else
238                         {
239                                 self.pausetime = 99999999;
240                                 self.th_stand ();
241                         }
242                 }
243         }
244         else
245         {
246                 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
247                 {
248                         monster_spawnwanderpath();
249                         self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
250                         self.th_walk ();
251                 }
252                 else
253                 {
254                         self.pausetime = 99999999;
255                         self.th_stand ();
256                 }
257         }
258
259 // spread think times so they don't all happen at same time
260         self.nextthink = self.nextthink + random()*0.5 + 0.1;
261         self.iscreature = TRUE;
262
263         force_retouch = 2; // mainly to detect teleports
264
265         monster_appearsetup();
266 };
267
268
269 void() walkmonster_start =
270 {
271         self.candrown = 1; // this is turned off by some monsters like zombies
272         // delay drop to floor to make sure all doors have been spawned
273         // spread think times so they don't all happen at same time
274         self.nextthink = time + random()*0.5 + 0.3;
275         self.think = walkmonster_start_go;
276         total_monsters = total_monsters + 1;
277         self.bot_attack = TRUE;
278         self.frags = 2; // actually just used to get havocbots to attack it...
279         self.bleedfunc = genericbleedfunc;
280         self.ismonster = TRUE;
281
282         monster_setalpha (0);
283 };
284
285
286
287 void() flymonster_start_go =
288 {
289         self.takedamage = DAMAGE_AIM;
290
291         self.ideal_yaw = self.angles * '0 1 0';
292         if (!self.yaw_speed)
293                 self.yaw_speed = 10;
294         self.view_ofs = '0 0 25';
295         self.use = monster_use;
296
297         self.flags = self.flags | FL_FLY;
298         self.flags = self.flags | FL_MONSTER;
299
300         if (!walkmove(0,0))
301         {
302                 dprint("flymonster in wall at: ");
303                 dprint(vtos(self.origin));
304                 dprint("\n");
305                 monsterinwall();
306         }
307
308         //self.cantrigger = TRUE;
309
310         if (monsterwander)
311                 self.spawnflags = self.spawnflags | MONSTER_WANDER;
312
313         if (self.target)
314         {
315                 self.goalentity = self.movetarget = find(world, targetname, self.target);
316                 if (!self.movetarget)
317                 {
318                         dprint("Monster can't find target at ");
319                         dprint(vtos(self.origin));
320                         dprint("\n");
321                 }
322                 // this used to be an objerror
323                 if (self.movetarget.classname == "path_corner")
324                         self.th_walk ();
325                 else
326                 {
327                         if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
328                         {
329                                 monster_spawnwanderpath();
330                                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
331                                 self.th_walk ();
332                         }
333                         else
334                         {
335                                 self.pausetime = 99999999;
336                                 self.th_stand ();
337                         }
338                 }
339         }
340         else
341         {
342                 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
343                 {
344                         monster_spawnwanderpath();
345                         self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
346                         self.th_walk ();
347                 }
348                 else
349                 {
350                         self.pausetime = 99999999;
351                         self.th_stand ();
352                 }
353         }
354         self.iscreature = TRUE;
355
356         force_retouch = 2; // mainly to detect teleports
357
358         monster_appearsetup();
359 };
360
361 void() flymonster_start =
362 {
363         self.candrown = 1;
364         // spread think times so they don't all happen at same time
365         self.nextthink = time + random()*0.5 + 0.1;
366         self.think = flymonster_start_go;
367         total_monsters = total_monsters + 1;
368         self.bot_attack = TRUE;
369         self.frags = 2; // actually just used to get havocbots to attack it...
370         self.bleedfunc = genericbleedfunc;
371         self.ismonster = TRUE;
372
373         monster_setalpha (0);
374 };
375
376
377 void() swimmonster_start_go =
378 {
379         if (deathmatch)
380         {
381                 remove(self);
382                 return;
383         }
384
385         //self.cantrigger = TRUE;
386
387         self.takedamage = DAMAGE_AIM;
388
389         self.ideal_yaw = self.angles * '0 1 0';
390         if (!self.yaw_speed)
391                 self.yaw_speed = 10;
392         self.view_ofs = '0 0 10';
393         self.use = monster_use;
394
395         self.flags = self.flags | FL_SWIM;
396         self.flags = self.flags | FL_MONSTER;
397
398         if (monsterwander)
399                 self.spawnflags = self.spawnflags | MONSTER_WANDER;
400
401         if (self.target)
402         {
403                 self.goalentity = self.movetarget = find(world, targetname, self.target);
404                 if (!self.movetarget)
405                 {
406                         dprint("Monster can't find target at ");
407                         dprint(vtos(self.origin));
408                         dprint("\n");
409                 }
410                 // this used to be an objerror
411                 if (self.movetarget.classname == "path_corner")
412                         self.th_walk ();
413                 else
414                 {
415                         if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
416                         {
417                                 monster_spawnwanderpath();
418                                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
419                                 self.th_walk ();
420                         }
421                         else
422                         {
423                                 self.pausetime = 99999999;
424                                 self.th_stand ();
425                         }
426                 }
427         }
428         else
429         {
430                 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
431                 {
432                         monster_spawnwanderpath();
433                         self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
434                         self.th_walk ();
435                 }
436                 else
437                 {
438                         self.pausetime = 99999999;
439                         self.th_stand ();
440                 }
441         }
442         self.iscreature = TRUE;
443
444         force_retouch = 2; // mainly to detect teleports
445
446         monster_appearsetup();
447 };
448
449 void() swimmonster_start =
450 {
451         // spread think times so they don't all happen at same time
452         self.candrown = 0;
453         self.nextthink = time + random()*0.5 + 0.1;
454         self.think = swimmonster_start_go;
455         total_monsters = total_monsters + 1;
456         self.bot_attack = TRUE;
457         self.frags = 2; // actually just used to get havocbots to attack it...
458         self.bleedfunc = genericbleedfunc;
459         self.ismonster = TRUE;
460
461         monster_setalpha(0);
462 };
463
464 void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
465 {
466         local vector v;
467         v = '0 0 0' - force * 0.05;
468         if (armordamage > 0)
469                 te_spark(org, v, armordamage * 3);
470         if (bodydamage > 0)
471                 te_blood(org, v, bodydamage);
472 }