]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/lib/monsters.qc
Hardcode monster item drops
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / lib / monsters.qc
1 // TODO: clean up this file?
2
3 void() spawnfunc_item_minst_cells;
4
5 void M_Item_Touch ()
6 {
7         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
8         {
9                 Item_Touch();
10                 self.think = SUB_Remove;
11                 self.nextthink = time + 0.1;
12         }
13 }
14
15 void monster_item_spawn()
16 {
17         if(self.monster_loot)
18                 self.monster_loot();
19         
20         self.gravity = 1;
21         self.velocity = randomvec() * 175 + '0 0 325';
22         self.touch = M_Item_Touch;
23         
24         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
25 }
26
27 void monster_dropitem()
28 {
29         if(!self.candrop || !self.monster_loot)
30                 return;
31
32         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
33         entity e = spawn();
34         
35         setorigin(e, org);
36         
37         e.monster_loot = self.monster_loot;
38         
39         other = e;
40         MUTATOR_CALLHOOK(MonsterDropItem);
41         e = other;
42         
43         e.think = monster_item_spawn;
44         e.nextthink = time + 0.3;
45 }
46
47 void monsters_setframe(float _frame)
48 {
49         if(self.frame == _frame)
50                 return;
51                 
52         self.anim_start_time = time;
53         self.frame = _frame;
54         self.SendFlags |= MSF_ANIM;
55 }
56
57 float monster_isvalidtarget (entity targ, entity ent)
58 {
59         if(!targ || !ent)
60                 return FALSE; // someone doesn't exist
61                 
62         if(time < game_starttime)
63                 return FALSE; // monsters do nothing before the match has started
64                 
65         WarpZone_TraceLine(ent.origin, targ.origin, MOVE_NORMAL, ent);
66         
67         if(vlen(targ.origin - ent.origin) >= ent.target_range)
68                 return FALSE; // enemy is too far away
69                 
70         if not(targ.vehicle_flags & VHF_ISVEHICLE)
71         if(trace_ent != targ)
72                 return FALSE; // we can't see the enemy
73                 
74         if(targ.takedamage == DAMAGE_NO)
75                 return FALSE; // enemy can't be damaged
76                 
77         if(targ.items & IT_INVISIBILITY)
78                 return FALSE; // enemy is invisible
79                 
80         if(substring(targ.classname, 0, 10) == "onslaught_")
81                 return FALSE; // don't attack onslaught targets
82         
83         if(IS_SPEC(targ) || IS_OBSERVER(targ))
84                 return FALSE; // enemy is a spectator
85         
86         if not(targ.vehicle_flags & VHF_ISVEHICLE) // vehicles dont count as alive?
87         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
88                 return FALSE; // enemy/self is dead
89         
90         if(targ.monster_owner == ent || ent.monster_owner == targ)
91                 return FALSE; // enemy owns us, or we own them
92         
93         if not(targ.vehicle_flags & VHF_ISVEHICLE)
94         if(targ.flags & FL_NOTARGET)
95                 return FALSE; // enemy can't be targeted
96         
97         if not(autocvar_g_monsters_typefrag)
98         if(targ.BUTTON_CHAT)
99                 return FALSE; // no typefragging!
100         
101         if not(IsDifferentTeam(targ, ent))
102                 return FALSE; // enemy is on our team
103                 
104         if(autocvar_g_monsters_target_infront)
105         if(ent.enemy != targ)
106         {
107                 float dot;
108
109                 makevectors (ent.angles);
110                 dot = normalize (targ.origin - ent.origin) * v_forward;
111                 
112                 if(dot <= 0.3)
113                         return FALSE;
114         }
115         
116         return TRUE;
117 }
118
119 entity FindTarget (entity ent) 
120 {
121         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
122         entity e;
123         
124         for(e = world; (e = findflags(e, monster_attack, TRUE)); ) 
125         if(monster_isvalidtarget(e, ent))
126                 return e;
127
128         return world;
129 }
130
131 void MonsterTouch ()
132 {
133         if(other == world)
134                 return;
135                 
136         if(self.enemy != other)
137         if not(other.flags & FL_MONSTER)
138         if(monster_isvalidtarget(other, self))
139                 self.enemy = other;
140 }
141
142 void monster_sound(string msound, float sound_delay, float delaytoo)
143 {
144         if(delaytoo && time < self.msound_delay)
145                 return; // too early
146                 
147         if(msound == "")
148                 return; // sound doesn't exist
149
150         sound(self, CHAN_AUTO, msound, VOL_BASE, ATTN_NORM);
151
152         self.msound_delay = time + sound_delay;
153 }
154
155 void monster_precachesounds(entity e)
156 {
157         precache_sound(e.msound_idle);
158         precache_sound(e.msound_death);
159         precache_sound(e.msound_attack_melee);
160         precache_sound(e.msound_attack_ranged);
161         precache_sound(e.msound_sight);
162         precache_sound(e.msound_pain);
163 }
164
165 void monster_setupsounds(string mon)
166 {
167         if(self.msound_idle == "") self.msound_idle = strzone(strcat("monsters/", mon, "_idle.wav"));
168         if(self.msound_death == "") self.msound_death = strzone(strcat("monsters/", mon, "_death.wav"));
169         if(self.msound_pain == "") self.msound_pain = strzone(strcat("monsters/", mon, "_pain.wav"));
170         if(self.msound_attack_melee == "") self.msound_attack_melee = strzone(strcat("monsters/", mon, "_melee.wav"));
171         if(self.msound_attack_ranged == "") self.msound_attack_ranged = strzone(strcat("monsters/", mon, "_attack.wav"));
172         if(self.msound_sight == "") self.msound_sight = strzone(strcat("monsters/", mon, "_sight.wav"));
173 }
174
175 float monster_melee (entity targ, float damg, float er, float deathtype, float dostop)
176 {
177         float dot, rdmg = damg * random();
178
179         if (self.health <= 0)
180                 return FALSE;
181         if (targ == world)
182                 return FALSE;
183                 
184         if(dostop)
185         {
186                 self.velocity_x = 0;
187                 self.velocity_y = 0;
188                 self.state = MONSTER_STATE_ATTACK_MELEE;
189                 self.SendFlags |= MSF_MOVE;
190         }
191
192         makevectors (self.angles);
193         dot = normalize (targ.origin - self.origin) * v_forward;
194         
195         if(dot > er)
196                 Damage(targ, self, self, rdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
197                 
198         return TRUE;
199 }
200
201 void Monster_CheckMinibossFlag ()
202 {
203         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
204                 return;
205                 
206         float chance = random() * 100;
207
208         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
209         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
210         {
211                 self.health += autocvar_g_monsters_miniboss_healthboost;
212                 self.flags |= MONSTERFLAG_MINIBOSS;
213                 if not(self.weapon)
214                         self.weapon = WEP_NEX;
215         }
216 }
217
218 float Monster_CanRespawn(entity ent)
219 {
220         other = ent;
221         if(MUTATOR_CALLHOOK(MonsterRespawn))
222                 return TRUE; // enabled by a mutator
223                 
224         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
225                 return FALSE;
226                 
227         if not(autocvar_g_monsters_respawn)
228                 return FALSE;
229                 
230         return TRUE;
231 }
232
233 void Monster_Fade ()
234 {
235         if(Monster_CanRespawn(self))
236         {
237                 self.monster_respawned = TRUE;
238                 self.think = self.monster_spawnfunc;
239                 self.nextthink = time + self.respawntime;
240                 self.deadflag = DEAD_RESPAWNING;
241                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
242                 {
243                         self.pos1 = self.origin;
244                         self.pos2 = self.angles;
245                 }
246                 self.event_damage = func_null;
247                 self.takedamage = DAMAGE_NO;
248                 setorigin(self, self.pos1);
249                 self.angles = self.pos2;
250                 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
251                 
252                 self.SendFlags |= MSF_MOVE;
253                 self.SendFlags |= MSF_STATUS;
254                 
255                 return;
256         }
257         SUB_SetFade(self, time + 3, 1);
258 }
259
260 float Monster_CanJump (vector vel)
261 {
262         if(self.state)
263                 return FALSE; // already attacking
264         if not(self.flags & FL_ONGROUND)
265                 return FALSE; // not on the ground
266         if(self.health <= 0)
267                 return FALSE; // called when dead?
268         if(time < self.attack_finished_single)
269                 return FALSE; // still attacking
270
271         vector old = self.velocity;
272         
273         self.velocity = vel;
274         tracetoss(self, self);
275         self.velocity = old;
276         if (trace_ent != self.enemy)
277                 return FALSE;
278
279         return TRUE;
280 }
281
282 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
283 {
284         if(!Monster_CanJump(vel))
285                 return FALSE;
286                 
287         monsters_setframe(anm);
288         self.state = MONSTER_STATE_ATTACK_LEAP;
289         self.touch = touchfunc;
290         self.origin_z += 1;
291         self.velocity = vel;
292         self.flags &~= FL_ONGROUND;
293                 
294         self.attack_finished_single = time + anim_finished;
295         
296         return TRUE;
297 }
298
299 void monster_checkattack(entity e, entity targ)
300 {
301         if(e == world)
302                 return;
303         if(targ == world)
304                 return;
305                 
306         if not(e.monster_attackfunc)
307                 return;
308         
309         if(time < e.attack_finished_single)
310                 return;
311                 
312         if(vlen(targ.origin - e.origin) <= e.attack_range)
313         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
314         {
315                 monster_sound(e.msound_attack_melee, 0, FALSE);
316                 return;
317         }
318         
319         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
320         {
321                 monster_sound(e.msound_attack_ranged, 0, FALSE);
322                 return;
323         }
324 }
325
326 void monster_makevectors(entity e)
327 {
328         vector v;
329                 
330         v = CENTER_OR_VIEWOFS(e);
331         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
332         self.v_angle_x = -self.v_angle_x;
333         
334         makevectors(self.v_angle);
335 }
336
337 void monster_use ()
338 {
339         if (self.enemy)
340                 return;
341         if (self.health <= 0)
342                 return;
343
344         if(!monster_isvalidtarget(activator, self))
345                 return;
346
347         self.enemy = activator;
348 }
349
350 float trace_path(vector from, vector to)
351 {
352         vector dir = normalize(to - from) * 15, offset = '0 0 0';
353         float trace1 = trace_fraction;
354         
355         offset_x = dir_y;
356         offset_y = -dir_x;
357         traceline (from+offset, to+offset, TRUE, self);
358         
359         traceline(from-offset, to-offset, TRUE, self);
360                 
361         return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
362 }
363
364 .float last_trace;
365 .float last_enemycheck; // for checking enemy
366 vector monster_pickmovetarget(entity targ)
367 {
368         // enemy is always preferred target
369         if(self.enemy)
370         {
371                 self.monster_movestate = MONSTER_MOVE_ENEMY;
372                 self.last_trace = time + 1.2;
373                 return self.enemy.origin;
374         }
375         
376         switch(self.monster_moveflags)
377         {
378                 case MONSTER_MOVE_OWNER:
379                 {
380                         self.monster_movestate = MONSTER_MOVE_OWNER;
381                         self.last_trace = time + 0.3;
382                         if(self.monster_owner && self.monster_owner.classname != "td_spawnpoint")
383                                 return self.monster_owner.origin;
384                 }
385                 case MONSTER_MOVE_SPAWNLOC:
386                 {
387                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
388                         self.last_trace = time + 2;
389                         return self.pos1;
390                 }
391                 case MONSTER_MOVE_NOMOVE:
392                 {
393                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
394                         self.last_trace = time + 2;
395                         return self.origin;
396                 }
397                 default:
398                 case MONSTER_MOVE_WANDER:
399                 {
400                         vector pos;
401                         self.monster_movestate = MONSTER_MOVE_WANDER;
402                         self.last_trace = time + 2;
403                                 
404                         self.angles_y = random() * 500;
405                         makevectors(self.angles);
406                         pos = self.origin + v_forward * 600;
407                         
408                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
409                         {
410                                 pos_z = random() * 200;
411                                 if(random() >= 0.5)
412                                         pos_z *= -1;
413                         }
414                         
415                         if(targ)
416                         {
417                                 self.last_trace = time + 0.5;
418                                 pos = targ.origin;
419                         }
420                         
421                         return pos;
422                 }
423         }
424 }
425
426 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
427 {
428         fixedmakevectors(self.angles);
429
430         if(self.target2)
431                 self.goalentity = find(world, targetname, self.target2);
432                 
433         entity targ;
434
435         if(self.frozen)
436         {
437                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
438                 self.health = max(1, self.max_health * self.revive_progress);
439                 
440                 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
441                         
442                 movelib_beak_simple(stopspeed);
443                         
444                 self.velocity = '0 0 0';
445                 self.enemy = world;
446                 self.nextthink = time + 0.1;
447                 
448                 if(self.revive_progress >= 1)
449                         Unfreeze(self); // wait for next think before attacking
450                         
451                 // don't bother updating angles here?
452                 if(self.origin != self.oldorigin)
453                 {
454                         self.oldorigin = self.origin;
455                         self.SendFlags |= MSF_MOVE;
456                 }
457                         
458                 return; // no moving while frozen
459         }
460         
461         if(self.flags & FL_SWIM)
462         {
463                 if(self.waterlevel < WATERLEVEL_WETFEET)
464                 {
465                         if(time >= self.last_trace)
466                         {
467                                 self.last_trace = time + 0.4;
468                                 
469                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
470                                 self.angles = '90 90 0';
471                                 if(random() < 0.5)
472                                 {
473                                         self.velocity_y += random() * 50;
474                                         self.velocity_x -= random() * 50;
475                                 }
476                                 else
477                                 {
478                                         self.velocity_y -= random() * 50;
479                                         self.velocity_x += random() * 50;
480                                 }
481                                 self.velocity_z += random() * 150;
482                         }
483                                 
484                         
485                         self.movetype = MOVETYPE_BOUNCE;
486                         //self.velocity_z = -200;
487                                 
488                         self.SendFlags |= MSF_MOVE | MSF_ANG;
489                         
490                         return;
491                 }
492                 else
493                 {
494                         self.angles = '0 0 0';
495                         self.movetype = MOVETYPE_WALK;
496                 }
497         }
498         
499         targ = self.goalentity;
500         
501         monster_target = targ;
502         monster_speed_run = runspeed;
503         monster_speed_walk = walkspeed;
504         
505         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
506         {
507                 runspeed = walkspeed = 0;
508                 if(time >= self.spawn_time)
509                         monsters_setframe(manim_idle);
510                 movelib_beak_simple(stopspeed);
511                 self.SendFlags |= MSF_MOVE;
512                 return;
513         }
514         
515         targ = monster_target;
516         runspeed = monster_speed_run;
517         walkspeed = monster_speed_walk;
518                 
519         if(IsDifferentTeam(self.monster_owner, self))
520                 self.monster_owner = world;
521                 
522         if(time >= self.last_enemycheck)
523         {
524                 if not(monster_isvalidtarget(self.enemy, self))
525                         self.enemy = world;
526                 self.last_enemycheck = time + 2;
527         }
528                 
529         if(self.enemy && self.enemy.health < 1)
530                 self.enemy = world; // enough!
531                 
532         if not(self.enemy)
533         {
534                 self.enemy = FindTarget(self);
535                 if(self.enemy)
536                         monster_sound(self.msound_sight, 0, FALSE);
537         }
538         
539         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
540                 self.state = 0;
541                 
542         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
543         if(time >= self.last_trace || self.enemy) // update enemy instantly
544                 self.moveto = monster_pickmovetarget(targ);
545
546         if not(self.enemy)
547                 monster_sound(self.msound_idle, 5, TRUE);
548         
549         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
550                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
551         
552         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
553         {
554                 self.state = 0;
555                 self.touch = MonsterTouch;
556         }
557         
558         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
559         
560         float turny = 0;
561         vector real_angle = vectoangles(self.steerto) - self.angles;
562         
563         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
564                 turny = 20;
565                 
566         if(self.flags & FL_SWIM)
567                 turny = vlen(self.angles - self.moveto);
568         
569         if(turny)
570         {
571                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
572                 self.angles_y += turny;
573         }
574         
575         if(self.state == MONSTER_STATE_ATTACK_MELEE)
576                 self.moveto = self.origin;
577         else if(self.enemy)
578                 self.moveto = self.moveto * 0.9 + ((self.origin + v_forward * 500) + randomvec() * 400) * 0.1;
579         
580         if not(self.flags & FL_FLY || self.flags & FL_SWIM)
581                 self.moveto_z = self.origin_z; 
582         
583         float l = vlen(self.moveto - self.origin);
584         float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
585         float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15'); 
586         
587         if(self.flags & FL_FLY || self.flags & FL_SWIM)
588                 v_forward = normalize(self.moveto - self.origin);
589         
590         if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
591         if(self.flags & FL_ONGROUND)
592                 movelib_jump_simple(100);
593
594         if(vlen(self.origin - self.moveto) > 64)
595         {
596                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
597                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
598                 else
599                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
600                 if(time > self.pain_finished)
601                 if(time > self.attack_finished_single)
602                 if(vlen(self.velocity) > 0)
603                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
604                 else
605                         monsters_setframe(manim_idle);
606         }
607         else
608         {
609                 entity e = find(world, targetname, self.target2);
610                 if(e.target2)
611                         self.target2 = e.target2;
612                 else if(e.target)
613                         self.target2 = e.target;
614                 
615                 movelib_beak_simple(stopspeed);
616                 if(time > self.attack_finished_single)
617                 if(time > self.pain_finished)
618                 if (vlen(self.velocity) <= 30)
619                         monsters_setframe(manim_idle);
620         }
621         
622         monster_checkattack(self, self.enemy);
623         
624         if(self.angles != self.oldangles)
625         {
626                 self.oldangles = self.angles;
627                 self.SendFlags |= MSF_ANG;
628         }
629         
630         if(self.origin != self.oldorigin)
631         {
632                 self.oldorigin = self.origin;
633                 self.SendFlags |= MSF_MOVE;
634         }
635 }
636
637 void monster_dead_think()
638 {
639         self.think = monster_dead_think;
640         self.nextthink = time + 0.3; // don't need to update so often now
641         
642         self.deadflag = DEAD_DEAD;
643
644         if(time >= self.ltime)
645         {
646                 Monster_Fade();
647                 return;
648         }
649         
650         self.SendFlags |= MSF_MOVE; // keep up to date on the monster's location
651 }
652
653 void monsters_setstatus()
654 {
655         self.stat_monsters_total = monsters_total;
656         self.stat_monsters_killed = monsters_killed;
657 }
658
659 void Monster_Appear()
660 {
661         self.enemy = activator;
662         self.spawnflags &~= MONSTERFLAG_APPEAR;
663         self.monster_spawnfunc();
664 }
665
666 float Monster_CheckAppearFlags(entity ent)
667 {
668         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
669                 return FALSE;
670         
671         ent.think = func_null;
672         ent.nextthink = 0;
673         ent.use = Monster_Appear;
674         ent.flags = FL_MONSTER; // set so this monster can get butchered
675         
676         return TRUE;
677 }
678
679 void monsters_reset()
680 {
681         setorigin(self, self.pos1);
682         self.angles = self.pos2;
683         
684         self.health = self.max_health;
685         self.velocity = '0 0 0';
686         self.enemy = world;
687         self.goalentity = world;
688         self.attack_finished_single = 0;
689         self.moveto = self.origin;
690         
691         WaypointSprite_UpdateHealth(self.sprite, self.health);
692 }
693
694 float monster_send(entity to, float sf)
695 {
696         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
697         WriteByte(MSG_ENTITY, sf);
698         if(sf & MSF_SETUP)
699         {
700             WriteByte(MSG_ENTITY, self.monsterid);
701             
702             WriteCoord(MSG_ENTITY, self.origin_x);
703             WriteCoord(MSG_ENTITY, self.origin_y);
704             WriteCoord(MSG_ENTITY, self.origin_z);
705             
706             WriteAngle(MSG_ENTITY, self.angles_x);
707             WriteAngle(MSG_ENTITY, self.angles_y);
708                 
709                 WriteByte(MSG_ENTITY, self.skin);
710                 WriteByte(MSG_ENTITY, self.team);
711     }
712     
713     if(sf & MSF_ANG)
714     {
715         WriteShort(MSG_ENTITY, rint(self.angles_x));
716         WriteShort(MSG_ENTITY, rint(self.angles_y));
717     }
718     
719     if(sf & MSF_MOVE)
720     {
721         WriteShort(MSG_ENTITY, rint(self.origin_x));
722         WriteShort(MSG_ENTITY, rint(self.origin_y));
723         WriteShort(MSG_ENTITY, rint(self.origin_z));
724
725         WriteShort(MSG_ENTITY, rint(self.velocity_x));
726         WriteShort(MSG_ENTITY, rint(self.velocity_y));
727         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
728         
729         WriteShort(MSG_ENTITY, rint(self.angles_y));        
730     }
731     
732     if(sf & MSF_ANIM)
733     {
734         WriteCoord(MSG_ENTITY, self.anim_start_time);
735         WriteByte(MSG_ENTITY, self.frame);
736     }
737     
738     if(sf & MSF_STATUS)
739     {
740                 WriteByte(MSG_ENTITY, self.skin);
741                 
742         WriteByte(MSG_ENTITY, self.team);
743                 
744                 WriteByte(MSG_ENTITY, self.deadflag);
745         
746         if(self.health <= 0)
747             WriteByte(MSG_ENTITY, 0);
748         else
749             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
750     }
751     
752         return TRUE;
753 }
754
755 void monster_link(void() spawnproc)
756 {
757     Net_LinkEntity(self, TRUE, 0, monster_send);
758     self.think      = spawnproc;
759     self.nextthink  = time;
760 }
761
762 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
763 {
764         self.health -= damage;
765                 
766         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
767                 
768         if(self.health <= -100) // 100 health until gone?
769         {
770                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
771                 
772                 self.think = SUB_Remove;
773                 self.nextthink = time + 0.1;
774         }
775 }
776
777 void monster_die()
778 {
779         self.think = monster_dead_think;
780         self.nextthink = self.ticrate;
781         self.ltime = time + 5;
782         
783         monster_dropitem();
784
785         WaypointSprite_Kill(self.sprite);
786                 
787         if(self.weaponentity)
788         {
789                 remove(self.weaponentity);
790                 self.weaponentity = world;
791         }
792                 
793         monster_sound(self.msound_death, 0, FALSE);
794                 
795         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
796                 monsters_killed += 1;
797                 
798         if(self.candrop && self.weapon)
799                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
800                 
801         if(IS_CLIENT(self.realowner))
802                 self.realowner.monstercount -= 1;
803                 
804         self.event_damage       = monsters_corpse_damage;
805         self.solid                      = SOLID_CORPSE;
806         self.takedamage         = DAMAGE_AIM;
807         self.enemy                      = world;
808         self.movetype           = MOVETYPE_TOSS;
809         self.moveto                     = self.origin;
810         self.touch                      = MonsterTouch; // reset incase monster was pouncing
811         
812         if not(self.flags & FL_FLY)
813                 self.velocity = '0 0 0';
814         
815         self.SendFlags |= MSF_MOVE;
816                 
817         totalspawned -= 1;
818         
819         MON_ACTION(self.monsterid, MR_DEATH);
820 }
821
822 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
823 {
824         if(self.frozen && deathtype != DEATH_KILL)
825                 return;
826                 
827         if(time < self.pain_finished && deathtype != DEATH_KILL)
828                 return;
829                 
830         if(time < self.spawnshieldtime)
831                 return;
832                 
833         if(deathtype != DEATH_KILL)
834                 damage *= self.armorvalue;
835                 
836         if(self.weaponentity && self.weaponentity.classname == "shield")
837                 self.weaponentity.health -= damage;
838                 
839         self.health -= damage;
840         
841         if(self.sprite)
842                 WaypointSprite_UpdateHealth(self.sprite, self.health);
843                 
844         self.dmg_time = time;
845
846         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
847                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);  // FIXME: PLACEHOLDER
848         
849         self.velocity += force * self.damageforcescale;
850                 
851         if(deathtype != DEATH_DROWN)
852         {
853                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
854                 if (damage > 50)
855                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
856                 if (damage > 100)
857                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
858         }
859                 
860         if(self.health <= 0)
861         {        
862                 if(self.sprite)
863                 {
864                         // Update one more time to avoid waypoint fading without emptying healthbar
865                         WaypointSprite_UpdateHealth(self.sprite, 0);
866                 }
867                 
868                 if(deathtype == DEATH_KILL)
869                         self.candrop = FALSE; // killed by mobkill command
870                         
871                 // TODO: fix this?
872                 activator = attacker;
873                 other = self.enemy;
874                 SUB_UseTargets();
875                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
876         
877                 monster_die();
878                 
879                 frag_attacker = attacker;
880                 frag_target = self;
881                 MUTATOR_CALLHOOK(MonsterDies);
882                 
883                 if(self.health <= -100) // check if we're already gibbed
884                 {
885                         Violence_GibSplash(self, 1, 0.5, attacker);
886                 
887                         self.think = SUB_Remove;
888                         self.nextthink = time + 0.1;
889                 }
890         }
891         
892         self.SendFlags |= MSF_STATUS;
893 }
894
895 void monster_think()
896 {
897         self.think = monster_think;
898         self.nextthink = self.ticrate;
899         
900         MON_ACTION(self.monsterid, MR_THINK);
901 }
902
903 void monster_spawn()
904 {
905         MON_ACTION(self.monsterid, MR_SETUP);
906
907         if not(self.monster_respawned)
908                 Monster_CheckMinibossFlag();
909         
910         self.max_health = self.health;
911         self.pain_finished = self.nextthink;
912         self.anim_start_time = time;
913         
914         if not(self.noalign)
915         {
916                 setorigin(self, self.origin + '0 0 20');
917                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
918                 setorigin(self, trace_endpos);
919         }
920         
921         if not(self.monster_respawned)
922         if not(self.skin)
923                 self.skin = rint(random() * 4);
924         
925         self.pos1 = self.origin;
926         
927         monster_setupsounds(self.netname);
928
929         monster_precachesounds(self);
930         
931         if(teamplay)
932                 self.monster_attack = TRUE; // we can have monster enemies in team games
933                 
934         if(autocvar_g_monsters_healthbars)
935         {
936                 WaypointSprite_Spawn(strzone(strdecolorize(self.monster_name)), 0, 600, self, '0 0 1' * (self.maxs_z + 15), world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));       
937                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
938                 WaypointSprite_UpdateHealth(self.sprite, self.health);
939         }
940         
941         monster_sound(self.msound_spawn, 0, FALSE);
942
943         MUTATOR_CALLHOOK(MonsterSpawn);
944         
945         self.think = monster_think;
946         self.nextthink = time + self.ticrate;
947         
948         self.SendFlags = MSF_SETUP;
949 }
950
951 float monster_initialize(float mon_id, float nodrop)
952 {
953         if not(autocvar_g_monsters)
954                 return FALSE;
955                 
956         vector min_s, max_s;
957         entity mon = get_monsterinfo(mon_id);
958         
959         // support for quake style removing monsters based on skill
960         if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
961         if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
962         if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
963         if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
964         if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
965
966         if(self.monster_name == "")
967                 self.monster_name = M_NAME(mon_id);
968         
969         if(self.team && !teamplay)
970                 self.team = 0;
971
972         self.flags = FL_MONSTER;
973                 
974         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
975         if not(self.monster_respawned)
976                 monsters_total += 1;
977                 
978         min_s = mon.mins;
979         max_s = mon.maxs;
980         
981         self.netname = mon.netname;
982
983         setsize(self, min_s, max_s);
984         self.takedamage                 = DAMAGE_AIM;
985         self.bot_attack                 = TRUE;
986         self.iscreature                 = TRUE;
987         self.teleportable               = TRUE;
988         self.damagedbycontents  = TRUE;
989         self.monsterid                  = mon_id;
990         self.damageforcescale   = 0;
991         self.event_damage               = monsters_damage;
992         self.touch                              = MonsterTouch;
993         self.use                                = monster_use;
994         self.solid                              = SOLID_BBOX;
995         self.movetype                   = MOVETYPE_WALK;
996         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
997         monsters_spawned           += 1;
998         self.enemy                              = world;
999         self.velocity                   = '0 0 0';
1000         self.moveto                             = self.origin;
1001         self.pos2                               = self.angles;
1002         self.reset                              = monsters_reset;
1003         self.candrop                    = TRUE;
1004         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1005         self.oldtarget2                 = self.target2;
1006         self.deadflag                   = DEAD_NO;
1007         self.noalign                    = nodrop;
1008         self.spawn_time                 = time;
1009         self.gravity                    = 1;
1010         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1011         
1012         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1013                 self.flags |= FL_SWIM;
1014                 
1015         if(mon.spawnflags & MONSTER_TYPE_FLY)
1016         {
1017                 self.flags |= FL_FLY;
1018                 self.movetype = MOVETYPE_FLY;
1019         }
1020         
1021         if not(self.scale)
1022                 self.scale = 1;
1023                 
1024         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1025                 self.scale = 1.3;
1026         
1027         if not(self.attack_range)
1028                 self.attack_range = 120;
1029         
1030         if not(self.ticrate)
1031                 self.ticrate = autocvar_g_monsters_think_delay;
1032                 
1033         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1034         
1035         if not(self.armorvalue)
1036                 self.armorvalue = 1; // multiplier
1037         
1038         if not(self.target_range)
1039                 self.target_range = autocvar_g_monsters_target_range;
1040         
1041         if not(self.respawntime)
1042                 self.respawntime = autocvar_g_monsters_respawn_delay;
1043         
1044         if not(self.monster_moveflags)
1045                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1046         
1047         monster_link(monster_spawn);
1048
1049         return TRUE;
1050 }