4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "sv_monsters.qh"
10 #include "../physics/movelib.qh"
11 #include "../weapons/all.qh"
12 #include <server/autocvars.qh>
13 #include <server/defs.qh>
14 #include "../deathtypes/all.qh"
15 #include <server/mutators/all.qh>
16 #include <server/steerlib.qh>
17 #include "../turrets/sv_turrets.qh"
18 #include "../turrets/util.qh"
19 #include "../vehicles/all.qh"
20 #include <server/campaign.qh>
21 #include <server/command/common.qh>
22 #include <server/command/cmd.qh>
23 #include "../triggers/triggers.qh"
24 #include <lib/csqcmodel/sv_model.qh>
25 #include <server/round_handler.qh>
28 void monsters_setstatus(entity this)
30 this.stat_monsters_total = monsters_total;
31 this.stat_monsters_killed = monsters_killed;
34 void monster_dropitem(entity this)
36 if(!this.candrop || !this.monster_loot)
39 vector org = this.origin + ((this.mins + this.maxs) * 0.5);
40 entity e = new(droppedweapon); // use weapon handling to remove it on touch
41 e.spawnfunc_checked = true;
43 e.monster_loot = this.monster_loot;
45 MUTATOR_CALLHOOK(MonsterDropItem, e);
48 if(e && e.monster_loot)
51 WITH(entity, self, e, e.monster_loot(e));
53 e.movetype = MOVETYPE_TOSS;
56 e.velocity = randomvec() * 175 + '0 0 325';
57 e.item_spawnshieldtime = time + 0.7;
58 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
62 void monster_makevectors(entity this, entity targ)
66 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
67 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
68 this.v_angle_x = -this.v_angle_x;
71 makevectors(this.v_angle);
78 bool Monster_ValidTarget(entity this, entity targ)
80 // ensure we're not checking nonexistent monster/target
81 if(!this || !targ) { return false; }
84 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
85 || (IS_VEHICLE(targ) && !((get_monsterinfo(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
86 || (time < game_starttime) // monsters do nothing before match has started
87 || (targ.takedamage == DAMAGE_NO)
88 || (targ.items & IT_INVISIBILITY)
89 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
90 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
91 || (this.monster_follow == targ || targ.monster_follow == this)
92 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
93 || (!autocvar_g_monsters_typefrag && targ.BUTTON_CHAT)
94 || (SAME_TEAM(targ, this))
95 || (STAT(FROZEN, targ))
96 || (targ.alpha != 0 && targ.alpha < 0.5)
99 // if any of the above checks fail, target is not valid
103 traceline(this.origin + this.view_ofs, targ.origin, 0, this);
105 if((trace_fraction < 1) && (trace_ent != targ))
108 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109 if(this.enemy != targ)
113 makevectors (this.angles);
114 dot = normalize (targ.origin - this.origin) * v_forward;
116 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
119 return true; // this target is valid!
122 entity Monster_FindTarget(entity mon)
124 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return mon.enemy; } // Handled by a mutator
126 entity head, closest_target = world;
127 head = findradius(mon.origin, mon.target_range);
129 while(head) // find the closest acceptable target to pass to
131 if(head.monster_attack)
132 if(Monster_ValidTarget(mon, head))
134 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
135 vector head_center = CENTER_OR_VIEWOFS(head);
136 vector ent_center = CENTER_OR_VIEWOFS(mon);
140 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
141 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
142 { closest_target = head; }
144 else { closest_target = head; }
150 return closest_target;
153 void monster_setupcolors(entity mon)
155 if(IS_PLAYER(mon.realowner))
156 mon.colormap = mon.realowner.colormap;
157 else if(teamplay && mon.team)
158 mon.colormap = 1024 + (mon.team - 1) * 17;
161 if(mon.monster_skill <= MONSTER_SKILL_EASY)
163 else if(mon.monster_skill <= MONSTER_SKILL_MEDIUM)
165 else if(mon.monster_skill <= MONSTER_SKILL_HARD)
167 else if(mon.monster_skill <= MONSTER_SKILL_INSANE)
169 else if(mon.monster_skill <= MONSTER_SKILL_NIGHTMARE)
176 void monster_changeteam(entity ent, float newteam)
178 if(!teamplay) { return; }
181 ent.monster_attack = true; // new team, activate attacking
182 monster_setupcolors(ent);
186 WaypointSprite_UpdateTeamRadar(ent.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
188 ent.sprite.team = newteam;
189 ent.sprite.SendFlags |= 1;
193 .void(entity) monster_delayedfunc;
194 void Monster_Delay_Action_self();
195 void Monster_Delay_Action(entity this)
197 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
202 this.think = Monster_Delay_Action_self;
203 this.nextthink = time + this.count;
207 this.think = SUB_Remove_self;
208 this.nextthink = time;
212 void Monster_Delay_Action_self()
214 Monster_Delay_Action(self);
217 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
219 // deferred attacking, checks if monster is still alive and target is still valid before attacking
222 e.think = Monster_Delay_Action_self;
223 e.nextthink = time + defer_amnt;
224 e.count = defer_amnt;
226 e.monster_delayedfunc = func;
227 e.cnt = repeat_count;
235 string get_monster_model_datafilename(string m, float sk, string fil)
240 m = "models/monsters/*_";
242 m = strcat(m, ftos(sk));
245 return strcat(m, ".", fil);
248 void Monster_Sound_Precache(string f)
252 fh = fopen(f, FILE_READ);
255 while((s = fgets(fh)))
257 if(tokenize_console(s) != 3)
259 LOG_TRACE("Invalid sound info line: ", s, "\n");
262 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
267 void Monster_Sounds_Precache(entity this)
269 string m = (Monsters_from(this.monsterid)).m_model.model_str();
270 float globhandle, n, i;
273 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
276 n = search_getsize(globhandle);
277 for (i = 0; i < n; ++i)
279 //print(search_getfilename(globhandle, i), "\n");
280 f = search_getfilename(globhandle, i);
281 Monster_Sound_Precache(f);
283 search_end(globhandle);
286 void Monster_Sounds_Clear(entity this)
288 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
293 .string Monster_Sound_SampleField(string type)
295 GetMonsterSoundSampleField_notFound = 0;
298 #define _MSOUND(m) case #m: return monstersound_##m;
302 GetMonsterSoundSampleField_notFound = 1;
306 bool Monster_Sounds_Load(entity this, string f, int first)
311 fh = fopen(f, FILE_READ);
314 LOG_TRACE("Monster sound file not found: ", f, "\n");
317 while((s = fgets(fh)))
319 if(tokenize_console(s) != 3)
321 field = Monster_Sound_SampleField(argv(0));
322 if(GetMonsterSoundSampleField_notFound)
325 strunzone(this.(field));
326 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
332 .int skin_for_monstersound;
333 void Monster_Sounds_Update(entity this)
335 if(this.skin == this.skin_for_monstersound) { return; }
337 this.skin_for_monstersound = this.skin;
338 Monster_Sounds_Clear(this);
339 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
340 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
343 void Monster_Sound(entity this, .string samplefield, float sound_delay, float delaytoo, float chan)
345 if(!autocvar_g_monsters_sounds) { return; }
348 if(time < this.msound_delay)
350 GlobalSound_string(this, this.(samplefield), chan, VOICETYPE_PLAYERSOUND);
352 this.msound_delay = time + sound_delay;
356 // =======================
357 // Monster attack handlers
358 // =======================
360 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
362 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
364 setanim(this, anim, false, true, false);
366 if(this.animstate_endtime > time && IS_MONSTER(this))
367 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
369 this.attack_finished_single[0] = this.anim_finished = time + animtime;
371 monster_makevectors(this, targ);
373 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
375 if(trace_ent.takedamage)
376 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
381 bool Monster_Attack_Leap_Check(entity this, vector vel)
383 if(this.state && IS_MONSTER(this))
384 return false; // already attacking
385 if(!IS_ONGROUND(this))
386 return false; // not on the ground
387 if(this.health <= 0 || IS_DEAD(this))
388 return false; // called when dead?
389 if(time < this.attack_finished_single[0])
390 return false; // still attacking
392 vector old = this.velocity;
395 tracetoss(this, this);
397 if (trace_ent != this.enemy)
403 bool Monster_Attack_Leap(entity this, vector anm, void() touchfunc, vector vel, float animtime)
405 if(!Monster_Attack_Leap_Check(this, vel))
408 setanim(this, anm, false, true, false);
410 if(this.animstate_endtime > time && (this.flags & FL_MONSTER))
411 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
413 this.attack_finished_single[0] = this.anim_finished = time + animtime;
415 if(this.flags & FL_MONSTER)
416 this.state = MONSTER_ATTACK_RANGED;
417 this.touch = touchfunc;
420 UNSET_ONGROUND(this);
425 void Monster_Attack_Check(entity this, entity targ)
427 if((this == world || targ == world)
428 || (!this.monster_attackfunc)
429 || (time < this.attack_finished_single[0])
432 float targ_vlen = vlen(targ.origin - this.origin);
434 if(targ_vlen <= this.attack_range)
436 bool attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ);
437 if(attack_success == 1)
438 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
439 else if(attack_success > 0)
443 if(targ_vlen > this.attack_range)
445 float attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ);
446 if(attack_success == 1)
447 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
448 else if(attack_success > 0)
454 // ======================
455 // Main monster functions
456 // ======================
458 void Monster_UpdateModel(entity this)
460 // assume some defaults
461 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
462 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
463 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
464 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
465 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
466 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
467 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
468 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
469 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
470 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
472 // then get the real values
473 Monster mon = get_monsterinfo(this.monsterid);
474 mon.mr_anim(mon, this);
479 if(other == world) { return; }
481 if(other.monster_attack)
482 if(this.enemy != other)
483 if(!IS_MONSTER(other))
484 if(Monster_ValidTarget(this, other))
488 void Monster_Miniboss_Check(entity this)
490 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
493 float chance = random() * 100;
495 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
498 this.health += autocvar_g_monsters_miniboss_healthboost;
499 this.effects |= EF_RED;
501 this.weapon = WEP_VORTEX.m_id;
505 bool Monster_Respawn_Check(entity this)
507 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
509 return true; // enabled by a mutator
511 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
514 if(!autocvar_g_monsters_respawn)
520 void Monster_Respawn() { SELFPARAM(); Monster_Spawn(this, this.monsterid); }
522 void Monster_Dead_Fade(entity this)
524 if(Monster_Respawn_Check(this))
526 this.spawnflags |= MONSTERFLAG_RESPAWNED;
527 this.think = Monster_Respawn;
528 this.nextthink = time + this.respawntime;
529 this.monster_lifetime = 0;
530 this.deadflag = DEAD_RESPAWNING;
531 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
533 this.pos1 = this.origin;
534 this.pos2 = this.angles;
536 this.event_damage = func_null;
537 this.takedamage = DAMAGE_NO;
538 setorigin(this, this.pos1);
539 this.angles = this.pos2;
540 this.health = this.max_health;
541 setmodel(this, MDL_Null);
545 // number of monsters spawned with mobspawn command
548 SUB_SetFade(this, time + 3, 1);
554 if(Monster_ValidTarget(this, activator)) { this.enemy = activator; }
557 vector Monster_Move_Target(entity this, entity targ)
559 // enemy is always preferred target
562 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
563 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
564 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
566 if((this.enemy == world)
567 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
568 || (STAT(FROZEN, this.enemy))
569 || (this.enemy.flags & FL_NOTARGET)
570 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
571 || (this.enemy.takedamage == DAMAGE_NO)
572 || (vlen(this.origin - targ_origin) > this.target_range)
573 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
576 this.pass_distance = 0;
581 /*WarpZone_TrailParticles(world, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
582 print("Trace origin: ", vtos(targ_origin), "\n");
583 print("Target origin: ", vtos(this.enemy.origin), "\n");
584 print("My origin: ", vtos(this.origin), "\n"); */
586 this.monster_movestate = MONSTER_MOVE_ENEMY;
587 this.last_trace = time + 1.2;
588 if(this.monster_moveto)
589 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
594 /*makevectors(this.angles);
595 this.monster_movestate = MONSTER_MOVE_ENEMY;
596 this.last_trace = time + 1.2;
597 return this.enemy.origin; */
600 switch(this.monster_moveflags)
602 case MONSTER_MOVE_FOLLOW:
604 this.monster_movestate = MONSTER_MOVE_FOLLOW;
605 this.last_trace = time + 0.3;
606 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
608 case MONSTER_MOVE_SPAWNLOC:
610 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
611 this.last_trace = time + 2;
614 case MONSTER_MOVE_NOMOVE:
616 if(this.monster_moveto)
618 this.last_trace = time + 0.5;
619 return this.monster_moveto;
623 this.monster_movestate = MONSTER_MOVE_NOMOVE;
624 this.last_trace = time + 2;
629 case MONSTER_MOVE_WANDER:
632 this.monster_movestate = MONSTER_MOVE_WANDER;
634 if(this.monster_moveto)
636 this.last_trace = time + 0.5;
637 pos = this.monster_moveto;
641 this.last_trace = time + 0.5;
646 this.last_trace = time + this.wander_delay;
648 this.angles_y = rint(random() * 500);
649 makevectors(this.angles);
650 pos = this.origin + v_forward * this.wander_distance;
652 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
654 pos.z = random() * 200;
665 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
667 float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
668 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
669 float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
670 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
673 if(current_height) // make sure we can actually do this arcing path
675 targpos = (to + ('0 0 1' * current_height));
676 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
677 if(trace_fraction < 1)
679 //print("normal arc line failed, trying to find new pos...");
680 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
681 targpos = (trace_endpos + '0 0 -10');
682 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
683 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
684 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
687 else { targpos = to; }
689 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
691 vector desired_direction = normalize(targpos - from);
692 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
693 else { this.velocity = (desired_direction * movespeed); }
695 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
696 //this.angles = vectoangles(this.velocity);
699 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
701 if(this.target2) { this.goalentity = find(world, targetname, this.target2); }
705 if(STAT(FROZEN, this) == 2)
707 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
708 this.health = max(1, this.revive_progress * this.max_health);
709 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
711 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
712 WaypointSprite_UpdateHealth(this.sprite, this.health);
714 movelib_brake_simple(this, stpspeed);
715 setanim(this, this.anim_idle, true, false, false);
718 this.nextthink = time + this.ticrate;
720 if(this.revive_progress >= 1)
725 else if(STAT(FROZEN, this) == 3)
727 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
728 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
730 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
731 WaypointSprite_UpdateHealth(this.sprite, this.health);
733 movelib_brake_simple(this, stpspeed);
734 setanim(this, this.anim_idle, true, false, false);
737 this.nextthink = time + this.ticrate;
743 if(this.event_damage)
744 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
747 else if ( this.revive_progress <= 0 )
753 if(this.flags & FL_SWIM)
755 if(this.waterlevel < WATERLEVEL_WETFEET)
757 if(time >= this.last_trace)
759 this.last_trace = time + 0.4;
761 Damage (this, world, world, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
762 this.angles = '90 90 0';
765 this.velocity_y += random() * 50;
766 this.velocity_x -= random() * 50;
770 this.velocity_y -= random() * 50;
771 this.velocity_x += random() * 50;
773 this.velocity_z += random() * 150;
777 this.movetype = MOVETYPE_BOUNCE;
778 //this.velocity_z = -200;
782 else if(this.movetype == MOVETYPE_BOUNCE)
785 this.movetype = MOVETYPE_WALK;
789 targ = this.goalentity;
791 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
793 || this.draggedby != world
794 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
795 || time < game_starttime
796 || (autocvar_g_campaign && !campaign_bots_may_start)
797 || time < this.spawn_time)
799 runspeed = walkspeed = 0;
800 if(time >= this.spawn_time)
801 setanim(this, this.anim_idle, true, false, false);
802 movelib_brake_simple(this, stpspeed);
806 targ = monster_target;
807 runspeed = bound(0, monster_speed_run * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
808 walkspeed = bound(0, monster_speed_walk * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
811 if(autocvar_g_monsters_teams)
812 if(DIFF_TEAM(this.monster_follow, this))
813 this.monster_follow = world;
815 if(time >= this.last_enemycheck)
819 this.enemy = Monster_FindTarget(this);
822 WarpZone_RefSys_Copy(this.enemy, this);
823 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
824 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
825 this.monster_moveto = '0 0 0';
826 this.monster_face = '0 0 0';
828 this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' * this.origin_x) + ('0 1 0' * this.origin_y)));
829 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
833 this.last_enemycheck = time + 1; // check for enemies every second
836 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
839 this.touch = Monster_Touch;
842 if(this.state && time >= this.attack_finished_single[0])
843 this.state = 0; // attack is over
845 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
846 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
847 this.moveto = Monster_Move_Target(this, targ);
850 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
852 if(this.state == MONSTER_ATTACK_MELEE)
853 this.moveto = this.origin;
855 if(this.enemy && this.enemy.vehicle)
858 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
859 this.moveto_z = this.origin_z;
861 if(vlen(this.origin - this.moveto) > 100)
863 float do_run = (this.enemy || this.monster_moveto);
864 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
865 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
867 if(time > this.pain_finished) // TODO: use anim_finished instead!
869 if(time > this.anim_finished)
870 if(vlen(this.velocity) > 10)
871 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
873 setanim(this, this.anim_idle, true, false, false);
877 entity e = find(world, targetname, this.target2);
879 this.target2 = e.target2;
881 this.target2 = e.target;
883 movelib_brake_simple(this, stpspeed);
884 if(time > this.anim_finished)
885 if(time > this.pain_finished)
887 if(vlen(this.velocity) <= 30)
888 setanim(this, this.anim_idle, true, false, false);
891 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
893 vector real_angle = vectoangles(this.steerto) - this.angles;
895 if(this.state == MONSTER_ATTACK_MELEE)
899 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
900 this.angles_y += turny;
903 Monster_Attack_Check(this, this.enemy);
906 void Monster_Remove(entity this)
908 .entity weaponentity = weaponentities[0];
909 if(!this) { return; }
911 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
912 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
914 if(this.(weaponentity)) { remove(this.(weaponentity)); }
915 if(this.iceblock) { remove(this.iceblock); }
916 WaypointSprite_Kill(this.sprite);
920 void Monster_Dead_Think()
922 this.nextthink = time + this.ticrate;
924 if(this.monster_lifetime != 0)
925 if(time >= this.monster_lifetime)
927 Monster_Dead_Fade(this);
932 void Monster_Appear()
934 this.enemy = activator;
935 this.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
936 Monster_Spawn(this, this.monsterid);
939 bool Monster_Appear_Check(entity this, int monster_id)
941 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
944 this.think = func_null;
945 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
947 this.use = Monster_Appear;
948 this.flags = FL_MONSTER; // set so this monster can get butchered
953 void Monster_Reset(entity this)
955 setorigin(this, this.pos1);
956 this.angles = this.pos2;
958 Unfreeze(this); // remove any icy remains
960 this.health = this.max_health;
961 this.velocity = '0 0 0';
963 this.goalentity = world;
964 this.attack_finished_single[0] = 0;
965 this.moveto = this.origin;
968 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
970 this.health -= damage;
972 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
974 if(this.health <= -50) // 100 health until gone?
976 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
978 // number of monsters spawned with mobspawn command
981 this.think = SUB_Remove_self;
982 this.nextthink = time + 0.1;
983 this.event_damage = func_null;
987 void Monster_Dead(entity this, entity attacker, float gibbed)
989 this.think = Monster_Dead_Think;
990 this.nextthink = time;
991 this.monster_lifetime = time + 5;
993 if(STAT(FROZEN, this))
995 Unfreeze(this); // remove any icy remains
996 this.health = 0; // reset by Unfreeze
999 monster_dropitem(this);
1001 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1003 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1004 monsters_killed += 1;
1006 if(IS_PLAYER(attacker))
1007 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1008 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1012 // number of monsters spawned with mobspawn command
1016 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1017 this.solid = SOLID_CORPSE;
1018 this.takedamage = DAMAGE_AIM;
1019 this.deadflag = DEAD_DEAD;
1021 this.movetype = MOVETYPE_TOSS;
1022 this.moveto = this.origin;
1023 this.touch = Monster_Touch; // reset incase monster was pouncing
1024 this.reset = func_null;
1026 this.attack_finished_single[0] = 0;
1029 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1030 this.velocity = '0 0 0';
1032 CSQCModel_UnlinkEntity(this);
1034 Monster mon = get_monsterinfo(this.monsterid);
1035 mon.mr_death(mon, this);
1037 if(this.candrop && this.weapon)
1038 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325');
1041 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1043 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1046 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1049 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1052 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1055 if(deathtype == DEATH_FALL.m_id && this.draggedby != world)
1061 v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1066 frag_attacker = attacker;
1067 frag_deathtype = deathtype;
1068 Monster mon = get_monsterinfo(this.monsterid);
1069 mon.mr_pain(mon, this);
1074 this.health -= take;
1075 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1079 WaypointSprite_UpdateHealth(this.sprite, this.health);
1081 this.dmg_time = time;
1083 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1084 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1086 this.velocity += force * this.damageforcescale;
1088 if(deathtype != DEATH_DROWN.m_id && take)
1090 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1092 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1094 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1097 if(this.health <= 0)
1099 if(deathtype == DEATH_KILL.m_id)
1100 this.candrop = false; // killed by mobkill command
1103 activator = attacker;
1105 WITH(entity, self, this, SUB_UseTargets());
1106 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1108 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1110 WaypointSprite_Kill(this.sprite);
1112 MUTATOR_CALLHOOK(MonsterDies, this, attacker);
1114 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1116 Violence_GibSplash(this, 1, 0.5, attacker);
1118 this.think = SUB_Remove_self;
1119 this.nextthink = time + 0.1;
1124 // don't check for enemies, just keep walking in a straight line
1125 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1127 if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != world || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1130 if(time >= this.spawn_time)
1131 setanim(this, this.anim_idle, true, false, false);
1132 movelib_brake_simple(this, 0.6);
1136 float reverse = false;
1139 makevectors(this.angles);
1140 a = this.origin + '0 0 16';
1141 b = this.origin + '0 0 16' + v_forward * 32;
1143 traceline(a, b, MOVE_NORMAL, this);
1145 if(trace_fraction != 1.0)
1150 if(IS_PLAYER(trace_ent) && !(trace_ent.items & IT_STRENGTH))
1154 // TODO: fix this... tracing is broken if the floor is thin
1159 traceline(b, a, MOVE_WORLDONLY, this);
1160 if(trace_fraction == 1.0)
1166 this.angles_y = anglemods(this.angles_y - 180);
1167 makevectors(this.angles);
1170 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1172 if(time > this.pain_finished)
1173 if(time > this.attack_finished_single[0])
1174 if(vlen(this.velocity) > 10)
1175 setanim(this, this.anim_walk, true, false, false);
1177 setanim(this, this.anim_idle, true, false, false);
1180 void Monster_Anim(entity this)
1182 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1187 // Decide on which death animation to use.
1189 deadbits = ANIMSTATE_DEAD1;
1191 deadbits = ANIMSTATE_DEAD2;
1196 // Clear a previous death animation.
1199 int animbits = deadbits;
1200 if(STAT(FROZEN, this))
1201 animbits |= ANIMSTATE_FROZEN;
1203 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1204 animdecide_setstate(this, animbits, false);
1205 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1207 /* // weapon entities for monsters?
1208 if (this.weaponentity)
1210 updateanim(this.weaponentity);
1211 if (!this.weaponentity.animstate_override)
1212 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1217 void Monster_Think()
1219 this.think = Monster_Think;
1220 this.nextthink = this.ticrate;
1222 if(this.monster_lifetime)
1223 if(time >= this.monster_lifetime)
1225 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1229 Monster mon = get_monsterinfo(this.monsterid);
1230 if(mon.mr_think(mon, this))
1231 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1235 CSQCMODEL_AUTOUPDATE(this);
1238 bool Monster_Spawn_Setup(entity this)
1240 Monster mon = Monsters_from(this.monsterid);
1241 mon.mr_setup(mon, this);
1243 // ensure some basic needs are met
1244 if(!this.health) { this.health = 100; }
1245 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1246 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1247 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1248 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1249 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1250 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1252 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1254 Monster_Miniboss_Check(this);
1255 this.health *= MONSTER_SKILLMOD(this);
1258 this.skin = rint(random() * 4);
1261 this.max_health = this.health;
1262 this.pain_finished = this.nextthink;
1264 if(IS_PLAYER(this.monster_follow))
1265 this.effects |= EF_DIMLIGHT;
1267 if(!this.wander_delay) { this.wander_delay = 2; }
1268 if(!this.wander_distance) { this.wander_distance = 600; }
1270 Monster_Sounds_Precache(this);
1271 Monster_Sounds_Update(this);
1274 this.monster_attack = true; // we can have monster enemies in team games
1276 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1278 if(autocvar_g_monsters_healthbars)
1280 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), world, this.team, this, sprite, true, RADARICON_DANGER);
1281 wp.wp_extra = this.monsterid;
1282 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1283 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1285 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1286 WaypointSprite_UpdateHealth(this.sprite, this.health);
1290 this.think = Monster_Think;
1291 this.nextthink = time + this.ticrate;
1293 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1299 bool Monster_Spawn(entity this, int mon_id)
1301 // setup the basic required properties for a monster
1302 entity mon = Monsters_from(mon_id);
1303 if(!mon.monsterid) { return false; } // invalid monster
1305 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1307 if(Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1309 if(!this.monster_skill)
1310 this.monster_skill = cvar("g_monsters_skill");
1312 // support for quake style removing monsters based on skill
1313 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1314 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1315 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1317 if(this.team && !teamplay)
1320 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1321 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1322 monsters_total += 1;
1324 setmodel(this, mon.m_model);
1325 this.flags = FL_MONSTER;
1326 this.classname = "monster";
1327 this.takedamage = DAMAGE_AIM;
1328 this.bot_attack = true;
1329 this.iscreature = true;
1330 this.teleportable = true;
1331 this.damagedbycontents = true;
1332 this.monsterid = mon_id;
1333 this.event_damage = Monster_Damage;
1334 this.touch = Monster_Touch;
1335 this.use = Monster_Use;
1336 this.solid = SOLID_BBOX;
1337 this.movetype = MOVETYPE_WALK;
1338 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1340 this.velocity = '0 0 0';
1341 this.moveto = this.origin;
1342 this.pos1 = this.origin;
1343 this.pos2 = this.angles;
1344 this.reset = Monster_Reset;
1345 this.netname = mon.netname;
1346 this.monster_attackfunc = mon.monster_attackfunc;
1347 this.monster_name = mon.monster_name;
1348 this.candrop = true;
1349 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1350 this.oldtarget2 = this.target2;
1351 this.pass_distance = 0;
1352 this.deadflag = DEAD_NO;
1353 this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1354 this.spawn_time = time;
1356 this.monster_moveto = '0 0 0';
1357 this.monster_face = '0 0 0';
1358 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1360 if(!this.scale) { this.scale = 1; }
1361 if(autocvar_g_monsters_edit) { this.grab = 1; }
1362 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1363 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1364 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1366 if(mon.spawnflags & MONSTER_TYPE_FLY)
1368 this.flags |= FL_FLY;
1369 this.movetype = MOVETYPE_FLY;
1372 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1374 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1377 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1378 if(autocvar_g_monsters_quake_resize)
1382 setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1384 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1386 Monster_UpdateModel(this);
1388 if(!Monster_Spawn_Setup(this))
1390 Monster_Remove(this);
1396 setorigin(this, this.origin + '0 0 20');
1397 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1398 setorigin(this, trace_endpos);
1401 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1402 monster_setupcolors(this);
1404 CSQCMODEL_AUTOINIT(this);