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1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void M_Item_Touch ()
7 {
8         if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
9         {
10                 Item_Touch();
11                 self.think = SUB_Remove;
12                 self.nextthink = time + 0.1;
13         }
14 }
15
16 void monster_item_spawn()
17 {
18         if(self.monster_loot)
19                 self.monster_loot();
20
21         self.gravity = 1;
22         self.velocity = randomvec() * 175 + '0 0 325';
23         self.touch = M_Item_Touch;
24
25         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
26 }
27
28 void monster_dropitem()
29 {
30         if(!self.candrop || !self.monster_loot)
31                 return;
32
33         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
34         entity e = spawn();
35
36         setorigin(e, org);
37
38         e.monster_loot = self.monster_loot;
39
40         other = e;
41         MUTATOR_CALLHOOK(MonsterDropItem);
42         e = other;
43
44         e.think = monster_item_spawn;
45         e.nextthink = time + 0.3;
46 }
47
48 void monsters_setframe(float _frame)
49 {
50         if(self.frame == _frame)
51                 return;
52
53         self.anim_start_time = time;
54         self.frame = _frame;
55         self.SendFlags |= MSF_ANIM;
56 }
57
58 float monster_isvalidtarget (entity targ, entity ent)
59 {
60         if(!targ || !ent)
61                 return FALSE; // someone doesn't exist
62
63         if(targ == ent)
64                 return FALSE; // don't attack ourselves
65
66         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
67
68         if(trace_ent != targ)
69                 return FALSE;
70
71         if(targ.vehicle_flags & VHF_ISVEHICLE)
72         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
73                 return FALSE; // melee attacks are useless against vehicles
74
75         if(time < game_starttime)
76                 return FALSE; // monsters do nothing before the match has started
77
78         if(vlen(targ.origin - ent.origin) >= ent.target_range)
79                 return FALSE; // enemy is too far away
80
81         if(targ.takedamage == DAMAGE_NO)
82                 return FALSE; // enemy can't be damaged
83
84         if(targ.items & IT_INVISIBILITY)
85                 return FALSE; // enemy is invisible
86
87         if(substring(targ.classname, 0, 10) == "onslaught_")
88                 return FALSE; // don't attack onslaught targets
89
90         if(IS_SPEC(targ) || IS_OBSERVER(targ))
91                 return FALSE; // enemy is a spectator
92
93         if not(targ.vehicle_flags & VHF_ISVEHICLE)
94         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
95                 return FALSE; // enemy/self is dead
96
97         if(ent.monster_owner == targ)
98                 return FALSE; // don't attack our master
99
100         if(targ.monster_owner == ent)
101                 return FALSE; // don't attack our pet
102
103         if not(targ.vehicle_flags & VHF_ISVEHICLE)
104         if(targ.flags & FL_NOTARGET)
105                 return FALSE; // enemy can't be targeted
106
107         if not(autocvar_g_monsters_typefrag)
108         if(targ.BUTTON_CHAT)
109                 return FALSE; // no typefragging!
110
111         if not(IsDifferentTeam(targ, ent))
112                 return FALSE; // enemy is on our team
113
114         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
115         if(ent.enemy != targ)
116         {
117                 float dot;
118
119                 makevectors (ent.angles);
120                 dot = normalize (targ.origin - ent.origin) * v_forward;
121
122                 if(dot <= 0.3)
123                         return FALSE;
124         }
125
126         return TRUE;
127 }
128
129 entity FindTarget (entity ent)
130 {
131         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
132
133         entity head, closest_target = world;
134         head = findradius(ent.origin, ent.target_range);
135
136         while(head) // find the closest acceptable target to pass to
137         {
138                 if(head.monster_attack)
139                 if(monster_isvalidtarget(head, ent))
140                 {
141                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
142                         vector head_center = CENTER_OR_VIEWOFS(head);
143                         vector ent_center = CENTER_OR_VIEWOFS(ent);
144
145                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
146                         if(closest_target)
147                         {
148                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
149                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
150                                         { closest_target = head; }
151                         }
152                         else { closest_target = head; }
153                 }
154
155                 head = head.chain;
156         }
157
158         return closest_target;
159 }
160
161 void MonsterTouch ()
162 {
163         if(other == world)
164                 return;
165
166         if(self.enemy != other)
167         if not(other.flags & FL_MONSTER)
168         if(monster_isvalidtarget(other, self))
169                 self.enemy = other;
170 }
171
172 string get_monster_model_datafilename(string m, float sk, string fil)
173 {
174         if(m)
175                 m = strcat(m, "_");
176         else
177                 m = "models/monsters/*_";
178         if(sk >= 0)
179                 m = strcat(m, ftos(sk));
180         else
181                 m = strcat(m, "*");
182         return strcat(m, ".", fil);
183 }
184
185 void PrecacheMonsterSounds(string f)
186 {
187         float fh;
188         string s;
189         fh = fopen(f, FILE_READ);
190         if(fh < 0)
191                 return;
192         while((s = fgets(fh)))
193         {
194                 if(tokenize_console(s) != 3)
195                 {
196                         dprint("Invalid sound info line: ", s, "\n");
197                         continue;
198                 }
199                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
200         }
201         fclose(fh);
202 }
203
204 void precache_monstersounds()
205 {
206         string m = (get_monsterinfo(self.monsterid)).model;
207         float globhandle, n, i;
208         string f;
209
210         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
211         if (globhandle < 0)
212                 return;
213         n = search_getsize(globhandle);
214         for (i = 0; i < n; ++i)
215         {
216                 //print(search_getfilename(globhandle, i), "\n");
217                 f = search_getfilename(globhandle, i);
218                 PrecacheMonsterSounds(f);
219         }
220         search_end(globhandle);
221 }
222
223 void ClearMonsterSounds()
224 {
225 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
226         ALLMONSTERSOUNDS
227 #undef _MSOUND
228 }
229
230 .string GetMonsterSoundSampleField(string type)
231 {
232         GetMonsterSoundSampleField_notFound = 0;
233         switch(type)
234         {
235 #define _MSOUND(m) case #m: return monstersound_##m;
236                 ALLMONSTERSOUNDS
237 #undef _MSOUND
238         }
239         GetMonsterSoundSampleField_notFound = 1;
240         return string_null;
241 }
242
243 float LoadMonsterSounds(string f, float first)
244 {
245         float fh;
246         string s;
247         var .string field;
248         fh = fopen(f, FILE_READ);
249         if(fh < 0)
250         {
251                 dprint("Monster sound file not found: ", f, "\n");
252                 return 0;
253         }
254         while((s = fgets(fh)))
255         {
256                 if(tokenize_console(s) != 3)
257                         continue;
258                 field = GetMonsterSoundSampleField(argv(0));
259                 if(GetMonsterSoundSampleField_notFound)
260                         continue;
261                 if(self.field)
262                         strunzone(self.field);
263                 self.field = strzone(strcat(argv(1), " ", argv(2)));
264         }
265         fclose(fh);
266         return 1;
267 }
268
269 .float skin_for_monstersound;
270 void UpdateMonsterSounds()
271 {
272         entity mon = get_monsterinfo(self.monsterid);
273
274         if(self.skin == self.skin_for_monstersound)
275                 return;
276         self.skin_for_monstersound = self.skin;
277         ClearMonsterSounds();
278         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
279         if(!autocvar_g_debug_defaultsounds)
280         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
281                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
282 }
283
284 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
285 {
286         if(delaytoo && time < self.msound_delay)
287                 return; // too early
288         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
289
290         self.msound_delay = time + sound_delay;
291 }
292
293 void monster_makevectors(entity e)
294 {
295         vector v;
296
297         v = CENTER_OR_VIEWOFS(e);
298         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
299         self.v_angle_x = -self.v_angle_x;
300
301         makevectors(self.v_angle);
302 }
303
304 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
305 {
306         float rdmg = damg * random();
307
308         if (self.health <= 0)
309                 return FALSE; // attacking while dead?!
310
311         if(dostop)
312         {
313                 self.velocity_x = 0;
314                 self.velocity_y = 0;
315                 self.state = MONSTER_STATE_ATTACK_MELEE;
316                 self.SendFlags |= MSF_MOVE;
317         }
318
319         monsters_setframe(anim);
320
321         if(anim_finished != 0)
322                 self.attack_finished_single = time + anim_finished;
323
324         monster_makevectors(targ);
325
326         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
327
328         if(trace_ent.takedamage)
329                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
330
331         return TRUE;
332 }
333
334 void Monster_CheckMinibossFlag ()
335 {
336         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
337                 return;
338
339         float chance = random() * 100;
340
341         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
342         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
343         {
344                 self.health += autocvar_g_monsters_miniboss_healthboost;
345                 if not(self.weapon)
346                         self.weapon = WEP_NEX;
347         }
348 }
349
350 float Monster_CanRespawn(entity ent)
351 {
352         other = ent;
353         if(MUTATOR_CALLHOOK(MonsterRespawn))
354                 return TRUE; // enabled by a mutator
355
356         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
357                 return FALSE;
358
359         if not(autocvar_g_monsters_respawn)
360                 return FALSE;
361
362         return TRUE;
363 }
364
365 void Monster_Fade ()
366 {
367         if(Monster_CanRespawn(self))
368         {
369                 self.monster_respawned = TRUE;
370                 self.think = self.monster_spawnfunc;
371                 self.nextthink = time + self.respawntime;
372                 self.deadflag = DEAD_RESPAWNING;
373                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
374                 {
375                         self.pos1 = self.origin;
376                         self.pos2 = self.angles;
377                 }
378                 self.event_damage = func_null;
379                 self.takedamage = DAMAGE_NO;
380                 setorigin(self, self.pos1);
381                 self.angles = self.pos2;
382                 self.health = self.max_health;
383
384                 self.SendFlags |= MSF_MOVE;
385                 self.SendFlags |= MSF_STATUS;
386         }
387         else
388                 SUB_SetFade(self, time + 3, 1);
389 }
390
391 float Monster_CanJump (vector vel)
392 {
393         if(self.state)
394                 return FALSE; // already attacking
395         if not(self.flags & FL_ONGROUND)
396                 return FALSE; // not on the ground
397         if(self.health <= 0)
398                 return FALSE; // called when dead?
399         if(time < self.attack_finished_single)
400                 return FALSE; // still attacking
401
402         vector old = self.velocity;
403
404         self.velocity = vel;
405         tracetoss(self, self);
406         self.velocity = old;
407         if (trace_ent != self.enemy)
408                 return FALSE;
409
410         return TRUE;
411 }
412
413 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
414 {
415         if(!Monster_CanJump(vel))
416                 return FALSE;
417
418         monsters_setframe(anm);
419         self.state = MONSTER_STATE_ATTACK_LEAP;
420         self.touch = touchfunc;
421         self.origin_z += 1;
422         self.velocity = vel;
423         self.flags &= ~FL_ONGROUND;
424
425         self.attack_finished_single = time + anim_finished;
426
427         return TRUE;
428 }
429
430 void monster_checkattack(entity e, entity targ)
431 {
432         if(e == world)
433                 return;
434         if(targ == world)
435                 return;
436
437         if not(e.monster_attackfunc)
438                 return;
439
440         if(time < e.attack_finished_single)
441                 return;
442
443         if(vlen(targ.origin - e.origin) <= e.attack_range)
444         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
445         {
446                 //monster_sound(e.msound_attack_melee, 0, FALSE);
447                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
448                 return;
449         }
450
451         if(vlen(targ.origin - e.origin) > e.attack_range)
452         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
453         {
454                 //monster_sound(e.msound_attack_ranged, 0, FALSE);
455                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
456                 return;
457         }
458 }
459
460 void monster_use ()
461 {
462         if not(self.enemy)
463         if(self.health > 0)
464         if(monster_isvalidtarget(activator, self))
465                 self.enemy = activator;
466 }
467
468 .float last_trace;
469 .float last_enemycheck; // for checking enemy
470 vector monster_pickmovetarget(entity targ)
471 {
472         // enemy is always preferred target
473         if(self.enemy)
474         {
475                 makevectors(self.angles);
476                 self.monster_movestate = MONSTER_MOVE_ENEMY;
477                 self.last_trace = time + 1.2;
478                 return self.enemy.origin;
479         }
480
481         switch(self.monster_moveflags)
482         {
483                 case MONSTER_MOVE_OWNER:
484                 {
485                         self.monster_movestate = MONSTER_MOVE_OWNER;
486                         self.last_trace = time + 0.3;
487                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
488                 }
489                 case MONSTER_MOVE_SPAWNLOC:
490                 {
491                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
492                         self.last_trace = time + 2;
493                         return self.pos1;
494                 }
495                 case MONSTER_MOVE_NOMOVE:
496                 {
497                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
498                         self.last_trace = time + 2;
499                         return self.origin;
500                 }
501                 default:
502                 case MONSTER_MOVE_WANDER:
503                 {
504                         vector pos;
505                         self.monster_movestate = MONSTER_MOVE_WANDER;
506                         self.last_trace = time + 2;
507
508                         self.angles_y = rint(random() * 500);
509                         makevectors(self.angles);
510                         pos = self.origin + v_forward * 600;
511
512                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
513                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
514                         {
515                                 pos_z = random() * 200;
516                                 if(random() >= 0.5)
517                                         pos_z *= -1;
518                         }
519
520                         if(targ)
521                         {
522                                 self.last_trace = time + 0.5;
523                                 pos = targ.origin;
524                         }
525
526                         return pos;
527                 }
528         }
529 }
530
531 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
532 {
533         fixedmakevectors(self.angles);
534
535         if(self.target2)
536                 self.goalentity = find(world, targetname, self.target2);
537
538         entity targ;
539
540         if(self.frozen)
541         {
542                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
543                 self.health = max(1, self.max_health * self.revive_progress);
544
545                 self.SendFlags |= MSF_STATUS;
546
547                 movelib_beak_simple(stopspeed);
548
549                 self.velocity = '0 0 0';
550                 self.enemy = world;
551                 self.nextthink = time + 0.1;
552
553                 if(self.revive_progress >= 1)
554                         Unfreeze(self); // wait for next think before attacking
555
556                 // don't bother updating angles here?
557                 if(self.origin != self.oldorigin)
558                 {
559                         self.oldorigin = self.origin;
560                         self.SendFlags |= MSF_MOVE;
561                 }
562
563                 return; // no moving while frozen
564         }
565
566         if(self.flags & FL_SWIM)
567         {
568                 if(self.waterlevel < WATERLEVEL_WETFEET)
569                 {
570                         if(time >= self.last_trace)
571                         {
572                                 self.fish_wasdrowning = TRUE;
573                                 self.last_trace = time + 0.4;
574
575                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
576                                 self.angles = '90 90 0';
577                                 if(random() < 0.5)
578                                 {
579                                         self.velocity_y += random() * 50;
580                                         self.velocity_x -= random() * 50;
581                                 }
582                                 else
583                                 {
584                                         self.velocity_y -= random() * 50;
585                                         self.velocity_x += random() * 50;
586                                 }
587                                 self.velocity_z += random() * 150;
588                         }
589
590
591                         self.movetype = MOVETYPE_BOUNCE;
592                         //self.velocity_z = -200;
593
594                         self.SendFlags |= MSF_MOVE | MSF_ANG;
595
596                         return;
597                 }
598                 else if(self.fish_wasdrowning)
599                 {
600                         self.fish_wasdrowning = FALSE;
601                         self.angles_x = 0;
602                         self.movetype = MOVETYPE_WALK;
603                 }
604         }
605
606         targ = self.goalentity;
607
608         monster_target = targ;
609         monster_speed_run = runspeed;
610         monster_speed_walk = walkspeed;
611
612         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)
613         {
614                 runspeed = walkspeed = 0;
615                 if(time >= self.spawn_time)
616                         monsters_setframe(manim_idle);
617                 movelib_beak_simple(stopspeed);
618                 if(self.oldorigin != self.origin)
619                 {
620                         self.oldorigin = self.origin;
621                         self.SendFlags |= MSF_MOVE;
622                 }
623                 return;
624         }
625
626         targ = monster_target;
627         runspeed = monster_speed_run;
628         walkspeed = monster_speed_walk;
629
630         if(teamplay)
631         if(autocvar_g_monsters_teams)
632         if(IsDifferentTeam(self.monster_owner, self))
633                 self.monster_owner = world;
634
635         if(self.enemy && self.enemy.health < 1)
636                 self.enemy = world; // enough!
637
638         if(time >= self.last_enemycheck)
639         {
640                 if not(monster_isvalidtarget(self.enemy, self))
641                         self.enemy = world;
642
643                 if not(self.enemy)
644                 {
645                         self.enemy = FindTarget(self);
646                         if(self.enemy)
647                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
648                                 //monster_sound(self.msound_sight, 0, FALSE);
649                 }
650
651                 self.last_enemycheck = time + 0.5;
652         }
653
654         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
655                 self.state = 0;
656
657         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
658         if(time >= self.last_trace || self.enemy) // update enemy instantly
659                 self.moveto = monster_pickmovetarget(targ);
660
661         if not(self.enemy)
662                 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
663                 //monster_sound(self.msound_idle, 5, TRUE);
664
665         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
666                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
667
668         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
669         {
670                 self.state = 0;
671                 self.touch = MonsterTouch;
672         }
673
674         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
675
676         float turny = 0;
677         vector real_angle = vectoangles(self.steerto) - self.angles;
678
679         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
680                 turny = 20;
681
682         if(self.flags & FL_SWIM)
683                 turny = vlen(self.angles - self.moveto);
684
685         if(turny)
686         {
687                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
688                 self.angles_y += turny;
689         }
690
691         if(self.state == MONSTER_STATE_ATTACK_MELEE)
692                 self.moveto = self.origin;
693
694         if(self.enemy && self.enemy.vehicle)
695                 runspeed = 0;
696
697         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
698                 v_forward = normalize(self.moveto - self.origin);
699         else
700                 self.moveto_z = self.origin_z;
701
702         if(vlen(self.origin - self.moveto) > 64)
703         {
704                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
705                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
706                 else
707                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
708
709                 if(time > self.pain_finished)
710                 if(time > self.attack_finished_single)
711                 if(vlen(self.velocity) > 10)
712                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
713                 else
714                         monsters_setframe(manim_idle);
715         }
716         else
717         {
718                 entity e = find(world, targetname, self.target2);
719                 if(e.target2)
720                         self.target2 = e.target2;
721                 else if(e.target)
722                         self.target2 = e.target;
723
724                 movelib_beak_simple(stopspeed);
725                 if(time > self.attack_finished_single)
726                 if(time > self.pain_finished)
727                 if (vlen(self.velocity) <= 30)
728                         monsters_setframe(manim_idle);
729         }
730
731         monster_checkattack(self, self.enemy);
732
733         if(self.angles != self.oldangles)
734         {
735                 self.oldangles = self.angles;
736                 self.SendFlags |= MSF_ANG;
737         }
738
739         if(self.origin != self.oldorigin)
740         {
741                 self.oldorigin = self.origin;
742                 self.SendFlags |= MSF_MOVE;
743         }
744 }
745
746 void monster_dead_think()
747 {
748         self.think = monster_dead_think;
749         self.nextthink = time + self.ticrate;
750
751         self.deadflag = DEAD_DEAD;
752
753         if(self.ltime != 0)
754         if(time >= self.ltime)
755         {
756                 Monster_Fade();
757                 return;
758         }
759
760         if(self.oldorigin != self.origin)
761         {
762                 self.oldorigin = self.origin;
763                 self.SendFlags |= MSF_MOVE;
764         }
765 }
766
767 void monsters_setstatus()
768 {
769         self.stat_monsters_total = monsters_total;
770         self.stat_monsters_killed = monsters_killed;
771 }
772
773 void Monster_Appear()
774 {
775         self.enemy = activator;
776         self.spawnflags &= ~MONSTERFLAG_APPEAR;
777         self.monster_spawnfunc();
778 }
779
780 float Monster_CheckAppearFlags(entity ent)
781 {
782         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
783                 return FALSE;
784
785         ent.think = func_null;
786         ent.nextthink = 0;
787         ent.use = Monster_Appear;
788         ent.flags = FL_MONSTER; // set so this monster can get butchered
789
790         return TRUE;
791 }
792
793 void monsters_reset()
794 {
795         setorigin(self, self.pos1);
796         self.angles = self.pos2;
797
798         self.health = self.max_health;
799         self.velocity = '0 0 0';
800         self.enemy = world;
801         self.goalentity = world;
802         self.attack_finished_single = 0;
803         self.moveto = self.origin;
804
805         self.SendFlags |= MSF_STATUS;
806 }
807
808 float monster_send(entity to, float sf)
809 {
810         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);
811         WriteByte(MSG_ENTITY, sf);
812         if(sf & MSF_SETUP)
813         {
814                 WriteByte(MSG_ENTITY, self.monsterid);
815
816                 WriteCoord(MSG_ENTITY, self.origin_x);
817                 WriteCoord(MSG_ENTITY, self.origin_y);
818                 WriteCoord(MSG_ENTITY, self.origin_z);
819
820                 WriteAngle(MSG_ENTITY, self.angles_x);
821                 WriteAngle(MSG_ENTITY, self.angles_y);
822
823                 WriteByte(MSG_ENTITY, self.skin);
824                 WriteByte(MSG_ENTITY, self.team);
825         }
826
827         if(sf & MSF_ANG)
828         {
829                 WriteShort(MSG_ENTITY, rint(self.angles_x));
830                 WriteShort(MSG_ENTITY, rint(self.angles_y));
831         }
832
833         if(sf & MSF_MOVE)
834         {
835                 WriteShort(MSG_ENTITY, rint(self.origin_x));
836                 WriteShort(MSG_ENTITY, rint(self.origin_y));
837                 WriteShort(MSG_ENTITY, rint(self.origin_z));
838
839                 WriteShort(MSG_ENTITY, rint(self.velocity_x));
840                 WriteShort(MSG_ENTITY, rint(self.velocity_y));
841                 WriteShort(MSG_ENTITY, rint(self.velocity_z));
842
843                 WriteShort(MSG_ENTITY, rint(self.angles_y));
844         }
845
846         if(sf & MSF_ANIM)
847         {
848                 WriteCoord(MSG_ENTITY, self.anim_start_time);
849                 WriteByte(MSG_ENTITY, self.frame);
850         }
851
852         if(sf & MSF_STATUS)
853         {
854                 WriteByte(MSG_ENTITY, self.skin);
855
856                 WriteByte(MSG_ENTITY, self.team);
857
858                 WriteByte(MSG_ENTITY, self.deadflag);
859
860                 if(self.health <= 0)
861                         WriteByte(MSG_ENTITY, 0);
862                 else
863                         WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
864         }
865
866         return TRUE;
867 }
868
869 void monster_link(void() spawnproc)
870 {
871         Net_LinkEntity(self, TRUE, 0, monster_send);
872         self.think        = spawnproc;
873         self.nextthink  = time;
874 }
875
876 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
877 {
878         self.health -= damage;
879
880         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
881
882         if(self.health <= -100) // 100 health until gone?
883         {
884                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
885
886                 self.think = SUB_Remove;
887                 self.nextthink = time + 0.1;
888         }
889 }
890
891 void monster_die()
892 {
893         self.think = monster_dead_think;
894         self.nextthink = self.ticrate;
895         self.ltime = time + 5;
896
897         monster_dropitem();
898
899         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
900         //monster_sound(self.msound_death, 0, FALSE);
901
902         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
903                 monsters_killed += 1;
904
905         if(self.candrop && self.weapon)
906                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
907
908         if(IS_CLIENT(self.realowner))
909                 self.realowner.monstercount -= 1;
910
911         self.event_damage       = monsters_corpse_damage;
912         self.solid                      = SOLID_CORPSE;
913         self.takedamage         = DAMAGE_AIM;
914         self.enemy                      = world;
915         self.movetype           = MOVETYPE_TOSS;
916         self.moveto                     = self.origin;
917         self.touch                      = MonsterTouch; // reset incase monster was pouncing
918         self.reset                      = func_null;
919
920         if not(self.flags & FL_FLY)
921                 self.velocity = '0 0 0';
922
923         self.SendFlags |= MSF_MOVE;
924
925         // number of monsters spawned with mobspawn command
926         totalspawned -= 1;
927
928         MON_ACTION(self.monsterid, MR_DEATH);
929 }
930
931 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
932 {
933         if(self.frozen && deathtype != DEATH_KILL)
934                 return;
935
936         if(time < self.pain_finished && deathtype != DEATH_KILL)
937                 return;
938
939         if(time < self.spawnshieldtime)
940                 return;
941
942         vector v;
943         float take, save;
944
945         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, damage);
946         take = v_x;
947         save = v_y;
948
949         self.health -= take;
950
951         self.dmg_time = time;
952
953         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
954                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
955
956         self.velocity += force * self.damageforcescale;
957
958         if(deathtype != DEATH_DROWN)
959         {
960                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
961                 if (take > 50)
962                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
963                 if (take > 100)
964                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
965         }
966
967         if(self.health <= 0)
968         {
969                 if(deathtype == DEATH_KILL)
970                         self.candrop = FALSE; // killed by mobkill command
971
972                 // TODO: fix this?
973                 activator = attacker;
974                 other = self.enemy;
975                 SUB_UseTargets();
976                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
977
978                 monster_die();
979
980                 frag_attacker = attacker;
981                 frag_target = self;
982                 MUTATOR_CALLHOOK(MonsterDies);
983
984                 if(self.health <= -100) // check if we're already gibbed
985                 {
986                         Violence_GibSplash(self, 1, 0.5, attacker);
987
988                         self.think = SUB_Remove;
989                         self.nextthink = time + 0.1;
990                 }
991         }
992
993         self.SendFlags |= MSF_STATUS;
994 }
995
996 void monster_think()
997 {
998         self.think = monster_think;
999         self.nextthink = self.ticrate;
1000
1001         MON_ACTION(self.monsterid, MR_THINK);
1002 }
1003
1004 void monster_spawn()
1005 {
1006         MON_ACTION(self.monsterid, MR_SETUP);
1007
1008         if not(self.monster_respawned)
1009                 Monster_CheckMinibossFlag();
1010
1011         self.max_health = self.health;
1012         self.pain_finished = self.nextthink;
1013         self.anim_start_time = time;
1014
1015         if not(self.noalign)
1016         {
1017                 setorigin(self, self.origin + '0 0 20');
1018                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1019                 setorigin(self, trace_endpos);
1020         }
1021
1022         if not(self.monster_respawned)
1023         if not(self.skin)
1024                 self.skin = rint(random() * 4);
1025
1026         if not(self.attack_range)
1027                 self.attack_range = autocvar_g_monsters_attack_range;
1028
1029         self.pos1 = self.origin;
1030
1031         //monster_setupsounds(self.netname);
1032         precache_monstersounds();
1033         UpdateMonsterSounds();
1034         //monster_precachesounds(self);
1035
1036         if(teamplay)
1037                 self.monster_attack = TRUE; // we can have monster enemies in team games
1038
1039         //monster_sound(self.msound_spawn, 0, FALSE);
1040         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1041
1042         self.think = monster_think;
1043         self.nextthink = time + self.ticrate;
1044
1045         self.SendFlags |= MSF_SETUP;
1046
1047         MUTATOR_CALLHOOK(MonsterSpawn);
1048 }
1049
1050 float monster_initialize(float mon_id, float nodrop)
1051 {
1052         if not(autocvar_g_monsters)
1053                 return FALSE;
1054
1055         entity mon = get_monsterinfo(mon_id);
1056
1057         // support for quake style removing monsters based on skill
1058         switch(monster_skill)
1059         {
1060                 case 0:
1061                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
1062                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
1063                 default:
1064                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
1065         }
1066
1067         if(self.team && !teamplay)
1068                 self.team = 0;
1069
1070         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1071         if not(self.monster_respawned)
1072                 monsters_total += 1;
1073
1074         setsize(self, mon.mins, mon.maxs);
1075         self.flags                              = FL_MONSTER;
1076         self.takedamage                 = DAMAGE_AIM;
1077         self.bot_attack                 = TRUE;
1078         self.iscreature                 = TRUE;
1079         self.teleportable               = TRUE;
1080         self.damagedbycontents  = TRUE;
1081         self.monsterid                  = mon_id;
1082         self.damageforcescale   = 0;
1083         self.event_damage               = monsters_damage;
1084         self.touch                              = MonsterTouch;
1085         self.use                                = monster_use;
1086         self.solid                              = SOLID_BBOX;
1087         self.movetype                   = MOVETYPE_WALK;
1088         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1089         self.enemy                              = world;
1090         self.velocity                   = '0 0 0';
1091         self.moveto                             = self.origin;
1092         self.pos2                               = self.angles;
1093         self.reset                              = monsters_reset;
1094         self.netname                    = mon.netname;
1095         self.monster_name               = M_NAME(mon_id);
1096         self.candrop                    = TRUE;
1097         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1098         self.oldtarget2                 = self.target2;
1099         self.deadflag                   = DEAD_NO;
1100         self.scale                              = 1;
1101         self.noalign                    = nodrop;
1102         self.spawn_time                 = time;
1103         self.gravity                    = 1;
1104         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1105
1106         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1107                 self.flags |= FL_SWIM;
1108
1109         if(mon.spawnflags & MONSTER_TYPE_FLY)
1110         {
1111                 self.flags |= FL_FLY;
1112                 self.movetype = MOVETYPE_FLY;
1113         }
1114
1115         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1116                 self.scale = 1.3;
1117
1118         if not(self.ticrate)
1119                 self.ticrate = autocvar_g_monsters_think_delay;
1120
1121         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1122
1123         if not(self.m_armor_blockpercent)
1124                 self.m_armor_blockpercent = 0.5;
1125
1126         if not(self.target_range)
1127                 self.target_range = autocvar_g_monsters_target_range;
1128
1129         if not(self.respawntime)
1130                 self.respawntime = autocvar_g_monsters_respawn_delay;
1131
1132         if not(self.monster_moveflags)
1133                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1134
1135         monster_link(monster_spawn);
1136
1137         return TRUE;
1138 }