1 #include "sv_monsters.qh"
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
26 void monsters_setstatus(entity this)
28 STAT(MONSTERS_TOTAL, this) = monsters_total;
29 STAT(MONSTERS_KILLED, this) = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
39 Item_SetLoot(e, true);
40 e.spawnfunc_checked = true;
42 e.monster_loot = this.monster_loot;
44 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
45 e = M_ARGV(1, entity);
47 if(e && e.monster_loot)
50 StartItem(e, e.monster_loot);
53 e.velocity = randomvec() * 175 + '0 0 325';
54 e.item_spawnshieldtime = time + 0.7;
55 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
59 void monster_makevectors(entity this, entity targ)
63 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
64 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
65 this.v_angle_x = -this.v_angle_x;
68 makevectors(this.v_angle);
75 bool Monster_ValidTarget(entity this, entity targ)
77 // ensure we're not checking nonexistent monster/target
78 if(!this || !targ) { return false; }
81 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
82 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
83 || (time < game_starttime) // monsters do nothing before match has started
84 || (targ.takedamage == DAMAGE_NO)
85 || (targ.items & IT_INVISIBILITY)
86 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
88 || (this.monster_follow == targ || targ.monster_follow == this)
89 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91 || (SAME_TEAM(targ, this))
92 || (STAT(FROZEN, targ))
93 || (targ.alpha != 0 && targ.alpha < 0.5)
94 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
97 // if any of the above checks fail, target is not valid
101 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1 && trace_ent != targ)
105 return false; // solid
107 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108 if(this.enemy != targ)
110 makevectors (this.angles);
111 float dot = normalize (targ.origin - this.origin) * v_forward;
113 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116 return true; // this target is valid!
119 entity Monster_FindTarget(entity this)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123 entity closest_target = NULL;
124 vector my_center = CENTER_OR_VIEWOFS(this);
126 // find the closest acceptable target to pass to
127 IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
129 if(Monster_ValidTarget(this, it))
131 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132 vector targ_center = CENTER_OR_VIEWOFS(it);
136 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138 { closest_target = it; }
140 else { closest_target = it; }
144 return closest_target;
147 void monster_setupcolors(entity this)
149 if(IS_PLAYER(this.realowner))
150 this.colormap = this.realowner.colormap;
151 else if(teamplay && this.team)
152 this.colormap = 1024 + (this.team - 1) * 17;
155 if(this.monster_skill <= MONSTER_SKILL_EASY)
156 this.colormap = 1029;
157 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158 this.colormap = 1027;
159 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160 this.colormap = 1038;
161 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162 this.colormap = 1028;
163 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164 this.colormap = 1032;
166 this.colormap = 1024;
170 void monster_changeteam(entity this, int newteam)
172 if(!teamplay) { return; }
175 if(!this.monster_attack)
176 IL_PUSH(g_monster_targets, this);
177 this.monster_attack = true; // new team, activate attacking
178 monster_setupcolors(this);
182 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
184 this.sprite.team = newteam;
185 this.sprite.SendFlags |= 1;
189 .void(entity) monster_delayedfunc;
190 void Monster_Delay_Action(entity this)
192 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
197 setthink(this, Monster_Delay_Action);
198 this.nextthink = time + this.count;
202 setthink(this, SUB_Remove);
203 this.nextthink = time;
207 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
209 // deferred attacking, checks if monster is still alive and target is still valid before attacking
212 setthink(e, Monster_Delay_Action);
213 e.nextthink = time + defer_amnt;
214 e.count = defer_amnt;
216 e.monster_delayedfunc = func;
217 e.cnt = repeat_count;
225 string get_monster_model_datafilename(string m, float sk, string fil)
230 m = "models/monsters/*_";
232 m = strcat(m, ftos(sk));
235 return strcat(m, ".", fil);
238 void Monster_Sound_Precache(string f)
242 fh = fopen(f, FILE_READ);
245 while((s = fgets(fh)))
247 if(tokenize_console(s) != 3)
249 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
252 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
257 void Monster_Sounds_Precache(entity this)
259 string m = (Monsters_from(this.monsterid)).m_model.model_str();
260 float globhandle, n, i;
263 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
266 n = search_getsize(globhandle);
267 for (i = 0; i < n; ++i)
269 //print(search_getfilename(globhandle, i), "\n");
270 f = search_getfilename(globhandle, i);
271 Monster_Sound_Precache(f);
273 search_end(globhandle);
276 void Monster_Sounds_Clear(entity this)
278 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
283 .string Monster_Sound_SampleField(string type)
285 GetMonsterSoundSampleField_notFound = 0;
288 #define _MSOUND(m) case #m: return monstersound_##m;
292 GetMonsterSoundSampleField_notFound = 1;
296 bool Monster_Sounds_Load(entity this, string f, int first)
300 float fh = fopen(f, FILE_READ);
303 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
306 while((s = fgets(fh)))
308 if(tokenize_console(s) != 3)
310 field = Monster_Sound_SampleField(argv(0));
311 if(GetMonsterSoundSampleField_notFound)
314 strunzone(this.(field));
315 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
321 .int skin_for_monstersound;
322 void Monster_Sounds_Update(entity this)
324 if(this.skin == this.skin_for_monstersound) { return; }
326 this.skin_for_monstersound = this.skin;
327 Monster_Sounds_Clear(this);
328 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
329 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
332 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
334 if(!autocvar_g_monsters_sounds) { return; }
337 if(time < this.msound_delay)
339 string sample = this.(samplefield);
340 if (sample != "") sample = GlobalSound_sample(sample, random());
341 float myscale = ((this.scale) ? this.scale : 1); // safety net
342 // TODO: change volume depending on size too?
343 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
345 this.msound_delay = time + sound_delay;
349 // =======================
350 // Monster attack handlers
351 // =======================
353 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
355 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
357 setanim(this, anim, false, true, false);
359 if(this.animstate_endtime > time && IS_MONSTER(this))
360 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
362 this.attack_finished_single[0] = this.anim_finished = time + animtime;
364 monster_makevectors(this, targ);
366 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
368 if(trace_ent.takedamage)
369 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
374 bool Monster_Attack_Leap_Check(entity this, vector vel)
376 if(this.state && IS_MONSTER(this))
377 return false; // already attacking
378 if(!IS_ONGROUND(this))
379 return false; // not on the ground
380 if(this.health <= 0 || IS_DEAD(this))
381 return false; // called when dead?
382 if(time < this.attack_finished_single[0])
383 return false; // still attacking
385 vector old = this.velocity;
388 tracetoss(this, this);
390 if(trace_ent != this.enemy)
396 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
398 if(!Monster_Attack_Leap_Check(this, vel))
401 setanim(this, anm, false, true, false);
403 if(this.animstate_endtime > time && IS_MONSTER(this))
404 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
406 this.attack_finished_single[0] = this.anim_finished = time + animtime;
409 this.state = MONSTER_ATTACK_RANGED;
410 settouch(this, touchfunc);
413 UNSET_ONGROUND(this);
418 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
420 int slot = weaponslot(weaponentity);
423 || (!this.monster_attackfunc)
424 || (time < this.attack_finished_single[slot])
427 if(vdist(targ.origin - this.origin, <=, this.attack_range))
429 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
430 if(attack_success == 1)
431 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
432 else if(attack_success > 0)
436 if(vdist(targ.origin - this.origin, >, this.attack_range))
438 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
439 if(attack_success == 1)
440 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
441 else if(attack_success > 0)
447 // ======================
448 // Main monster functions
449 // ======================
451 void Monster_UpdateModel(entity this)
453 // assume some defaults
454 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
455 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
456 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
457 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
458 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
459 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
460 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
461 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
462 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
463 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
465 // then get the real values
466 Monster mon = Monsters_from(this.monsterid);
467 mon.mr_anim(mon, this);
470 void Monster_Touch(entity this, entity toucher)
472 if(toucher == NULL) { return; }
474 if(toucher.monster_attack)
475 if(this.enemy != toucher)
476 if(!IS_MONSTER(toucher))
477 if(Monster_ValidTarget(this, toucher))
478 this.enemy = toucher;
481 void Monster_Miniboss_Check(entity this)
483 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
486 float chance = random() * 100;
488 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
489 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
491 this.health += autocvar_g_monsters_miniboss_healthboost;
492 this.effects |= EF_RED;
494 this.weapon = WEP_VORTEX.m_id;
498 bool Monster_Respawn_Check(entity this)
500 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
501 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
502 return true; // enabled by a mutator
504 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
507 if(!autocvar_g_monsters_respawn)
513 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
517 void Monster_Dead_Fade(entity this)
519 if(Monster_Respawn_Check(this))
521 this.spawnflags |= MONSTERFLAG_RESPAWNED;
522 setthink(this, Monster_Respawn);
523 this.nextthink = time + this.respawntime;
524 this.monster_lifetime = 0;
525 this.deadflag = DEAD_RESPAWNING;
526 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
528 this.pos1 = this.origin;
529 this.pos2 = this.angles;
531 this.event_damage = func_null;
532 this.takedamage = DAMAGE_NO;
533 setorigin(this, this.pos1);
534 this.angles = this.pos2;
535 this.health = this.max_health;
536 setmodel(this, MDL_Null);
540 // number of monsters spawned with mobspawn command
543 SUB_SetFade(this, time + 3, 1);
547 void Monster_Use(entity this, entity actor, entity trigger)
549 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
552 .float pass_distance;
553 vector Monster_Move_Target(entity this, entity targ)
555 // enemy is always preferred target
558 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
559 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
560 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
562 // cases where the enemy may have changed their state (don't need to check everything here)
564 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
565 || (STAT(FROZEN, this.enemy))
566 || (this.enemy.flags & FL_NOTARGET)
567 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
568 || (this.enemy.takedamage == DAMAGE_NO)
569 || (vdist(this.origin - targ_origin, >, this.target_range))
570 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
573 //this.pass_distance = 0;
578 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
579 print("Trace origin: ", vtos(targ_origin), "\n");
580 print("Target origin: ", vtos(this.enemy.origin), "\n");
581 print("My origin: ", vtos(this.origin), "\n"); */
583 this.monster_movestate = MONSTER_MOVE_ENEMY;
584 this.last_trace = time + 1.2;
585 if(this.monster_moveto)
586 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
591 /*makevectors(this.angles);
592 this.monster_movestate = MONSTER_MOVE_ENEMY;
593 this.last_trace = time + 1.2;
594 return this.enemy.origin; */
597 switch(this.monster_moveflags)
599 case MONSTER_MOVE_FOLLOW:
601 this.monster_movestate = MONSTER_MOVE_FOLLOW;
602 this.last_trace = time + 0.3;
603 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
605 case MONSTER_MOVE_SPAWNLOC:
607 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
608 this.last_trace = time + 2;
611 case MONSTER_MOVE_NOMOVE:
613 if(this.monster_moveto)
615 this.last_trace = time + 0.5;
616 return this.monster_moveto;
620 this.monster_movestate = MONSTER_MOVE_NOMOVE;
621 this.last_trace = time + 2;
626 case MONSTER_MOVE_WANDER:
629 this.monster_movestate = MONSTER_MOVE_WANDER;
631 if(this.monster_moveto)
633 this.last_trace = time + 0.5;
634 pos = this.monster_moveto;
638 this.last_trace = time + 0.5;
643 this.last_trace = time + this.wander_delay;
645 this.angles_y = rint(random() * 500);
646 makevectors(this.angles);
647 pos = this.origin + v_forward * this.wander_distance;
649 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
651 pos.z = random() * 200;
662 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
664 //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
665 //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
666 //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
667 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
671 if(current_height) // make sure we can actually do this arcing path
673 targpos = (to + ('0 0 1' * current_height));
674 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
675 if(trace_fraction < 1)
677 //print("normal arc line failed, trying to find new pos...");
678 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
679 targpos = (trace_endpos + '0 0 -10');
680 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
681 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
682 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
685 else { targpos = to; }
688 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
690 vector desired_direction = normalize(targpos - from);
691 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
692 else { this.velocity = (desired_direction * movespeed); }
694 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
695 //this.angles = vectoangles(this.velocity);
701 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
703 // update goal entity if lost
704 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
705 this.goalentity = find(NULL, targetname, this.target2);
707 if(STAT(FROZEN, this))
709 movelib_brake_simple(this, stpspeed);
710 setanim(this, this.anim_idle, true, false, false);
711 return; // no physics while frozen!
714 if(this.flags & FL_SWIM)
716 if(this.waterlevel < WATERLEVEL_WETFEET)
718 if(time >= this.last_trace)
720 this.last_trace = time + 0.4;
722 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
723 this.angles = '90 90 0';
726 this.velocity_y += random() * 50;
727 this.velocity_x -= random() * 50;
731 this.velocity_y -= random() * 50;
732 this.velocity_x += random() * 50;
734 this.velocity_z += random() * 150;
738 set_movetype(this, MOVETYPE_BOUNCE);
739 //this.velocity_z = -200;
743 else if(this.move_movetype == MOVETYPE_BOUNCE)
746 set_movetype(this, MOVETYPE_WALK);
750 entity targ = this.goalentity;
752 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
754 || this.draggedby != NULL
755 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
756 || time < game_starttime
757 || (autocvar_g_campaign && !campaign_bots_may_start)
758 || time < this.spawn_time)
760 runspeed = walkspeed = 0;
761 if(time >= this.spawn_time)
762 setanim(this, this.anim_idle, true, false, false);
763 movelib_brake_simple(this, stpspeed);
767 targ = M_ARGV(3, entity);
768 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
769 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
771 if(teamplay && autocvar_g_monsters_teams)
772 if(DIFF_TEAM(this.monster_follow, this))
773 this.monster_follow = NULL;
775 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
778 settouch(this, Monster_Touch);
781 if(this.state && time >= this.attack_finished_single[0])
782 this.state = 0; // attack is over
784 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
785 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
786 this.moveto = Monster_Move_Target(this, targ);
789 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
791 if(this.state == MONSTER_ATTACK_MELEE)
792 this.moveto = this.origin;
794 if(this.enemy && this.enemy.vehicle)
797 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
798 this.moveto_z = this.origin_z;
800 if(vdist(this.origin - this.moveto, >, 100))
802 bool do_run = (this.enemy || this.monster_moveto);
803 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
804 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
806 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
808 if(vdist(this.velocity, >, 10))
809 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
811 setanim(this, this.anim_idle, true, false, false);
815 entity e = this.goalentity; //find(NULL, targetname, this.target2);
816 if(e.target2 && e.target2 != "")
817 this.target2 = e.target2;
818 else if(e.target && e.target != "") // compatibility
819 this.target2 = e.target;
821 movelib_brake_simple(this, stpspeed);
822 if(time > this.anim_finished && time > this.pain_finished)
824 if(vdist(this.velocity, <=, 30))
825 setanim(this, this.anim_idle, true, false, false);
828 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
830 vector real_angle = vectoangles(this.steerto) - this.angles;
832 if(this.state == MONSTER_ATTACK_MELEE)
836 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
837 this.angles_y += turny;
841 void Monster_Remove(entity this)
844 return; // don't remove it?
846 if(!this) { return; }
848 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
849 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
851 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
853 .entity weaponentity = weaponentities[slot];
854 if(this.(weaponentity))
855 delete(this.(weaponentity));
857 if(this.iceblock) { delete(this.iceblock); }
858 WaypointSprite_Kill(this.sprite);
862 void Monster_Dead_Think(entity this)
864 this.nextthink = time + this.ticrate;
866 if(this.monster_lifetime != 0)
867 if(time >= this.monster_lifetime)
869 Monster_Dead_Fade(this);
874 void Monster_Appear(entity this, entity actor, entity trigger)
877 Monster_Spawn(this, false, this.monsterid);
880 bool Monster_Appear_Check(entity this, int monster_id)
882 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
885 setthink(this, func_null);
886 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
888 this.use = Monster_Appear;
889 this.flags = FL_MONSTER; // set so this monster can get butchered
894 void Monster_Reset(entity this)
896 setorigin(this, this.pos1);
897 this.angles = this.pos2;
899 Unfreeze(this); // remove any icy remains
901 this.health = this.max_health;
902 this.velocity = '0 0 0';
904 this.goalentity = NULL;
905 this.attack_finished_single[0] = 0;
906 this.moveto = this.origin;
909 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
911 this.health -= damage;
913 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
915 if(this.health <= -50) // 100 health until gone?
917 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
919 // number of monsters spawned with mobspawn command
922 setthink(this, SUB_Remove);
923 this.nextthink = time + 0.1;
924 this.event_damage = func_null;
928 void Monster_Dead(entity this, entity attacker, float gibbed)
930 setthink(this, Monster_Dead_Think);
931 this.nextthink = time;
932 this.monster_lifetime = time + 5;
934 if(STAT(FROZEN, this))
936 Unfreeze(this); // remove any icy remains
937 this.health = 0; // reset by Unfreeze
940 monster_dropitem(this, attacker);
942 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
944 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
945 monsters_killed += 1;
947 if(IS_PLAYER(attacker))
948 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
949 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
953 // number of monsters spawned with mobspawn command
957 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
958 _setmodel(this, this.mdl_dead);
960 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
961 this.solid = SOLID_CORPSE;
962 this.takedamage = DAMAGE_AIM;
963 this.deadflag = DEAD_DEAD;
965 set_movetype(this, MOVETYPE_TOSS);
966 this.moveto = this.origin;
967 settouch(this, Monster_Touch); // reset incase monster was pouncing
968 this.reset = func_null;
970 this.attack_finished_single[0] = 0;
973 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
974 this.velocity = '0 0 0';
976 CSQCModel_UnlinkEntity(this);
978 Monster mon = Monsters_from(this.monsterid);
979 mon.mr_death(mon, this);
981 if(this.candrop && this.weapon)
983 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
984 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
988 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
990 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
993 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
996 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
999 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1002 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1005 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1009 Monster mon = Monsters_from(this.monsterid);
1010 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1014 this.health -= take;
1015 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1019 WaypointSprite_UpdateHealth(this.sprite, this.health);
1021 this.dmg_time = time;
1023 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1024 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1026 this.velocity += force * this.damageforcescale;
1028 if(deathtype != DEATH_DROWN.m_id && take)
1030 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1032 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1034 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1037 if(this.health <= 0)
1039 if(deathtype == DEATH_KILL.m_id)
1040 this.candrop = false; // killed by mobkill command
1043 SUB_UseTargets(this, attacker, this.enemy);
1044 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1046 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1048 WaypointSprite_Kill(this.sprite);
1050 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1052 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1054 Violence_GibSplash(this, 1, 0.5, attacker);
1056 setthink(this, SUB_Remove);
1057 this.nextthink = time + 0.1;
1062 // don't check for enemies, just keep walking in a straight line
1063 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1065 if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1068 if(time >= this.spawn_time)
1069 setanim(this, this.anim_idle, true, false, false);
1070 movelib_brake_simple(this, 0.6);
1074 makevectors(this.angles);
1075 vector a = CENTER_OR_VIEWOFS(this);
1076 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1078 traceline(a, b, MOVE_NORMAL, this);
1080 bool reverse = false;
1081 if(trace_fraction != 1.0)
1083 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1085 if(trace_ent && IS_MONSTER(trace_ent))
1088 // TODO: fix this... tracing is broken if the floor is thin
1093 traceline(b, a, MOVE_WORLDONLY, this);
1094 if(trace_fraction == 1.0)
1100 this.angles_y = anglemods(this.angles_y - 180);
1101 makevectors(this.angles);
1104 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1106 if(time > this.pain_finished && time > this.attack_finished_single[0])
1107 if(vdist(this.velocity, >, 10))
1108 setanim(this, this.anim_walk, true, false, false);
1110 setanim(this, this.anim_idle, true, false, false);
1113 void Monster_Anim(entity this)
1115 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1120 // Decide on which death animation to use.
1122 deadbits = ANIMSTATE_DEAD1;
1124 deadbits = ANIMSTATE_DEAD2;
1129 // Clear a previous death animation.
1132 int animbits = deadbits;
1133 if(STAT(FROZEN, this))
1134 animbits |= ANIMSTATE_FROZEN;
1136 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1137 animdecide_setstate(this, animbits, false);
1138 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1140 /* // weapon entities for monsters?
1141 if (this.weaponentity)
1143 updateanim(this.weaponentity);
1144 if (!this.weaponentity.animstate_override)
1145 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1150 void Monster_Frozen_Think(entity this)
1152 if(STAT(FROZEN, this) == 2)
1154 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1155 this.health = max(1, this.revive_progress * this.max_health);
1156 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1158 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1159 WaypointSprite_UpdateHealth(this.sprite, this.health);
1161 if(this.revive_progress >= 1)
1164 else if(STAT(FROZEN, this) == 3)
1166 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1167 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1169 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1170 WaypointSprite_UpdateHealth(this.sprite, this.health);
1176 if(this.event_damage)
1177 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1180 else if ( this.revive_progress <= 0 )
1183 // otherwise, no revival!
1185 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1188 void Monster_Enemy_Check(entity this)
1192 this.enemy = Monster_FindTarget(this);
1195 WarpZone_RefSys_Copy(this.enemy, this);
1196 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1197 // update move target immediately?
1198 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1199 this.monster_moveto = '0 0 0';
1200 this.monster_face = '0 0 0';
1202 //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)));
1203 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1208 void Monster_Think(entity this)
1210 setthink(this, Monster_Think);
1211 this.nextthink = time + this.ticrate;
1213 if(this.monster_lifetime && time >= this.monster_lifetime)
1215 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1219 if(STAT(FROZEN, this))
1220 Monster_Frozen_Think(this);
1221 else if(time >= this.last_enemycheck)
1223 Monster_Enemy_Check(this);
1224 this.last_enemycheck = time + 1; // check for enemies every second
1227 Monster mon = Monsters_from(this.monsterid);
1228 if(mon.mr_think(mon, this))
1230 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1232 .entity weaponentity = weaponentities[0]; // TODO?
1233 Monster_Attack_Check(this, this.enemy, weaponentity);
1238 CSQCMODEL_AUTOUPDATE(this);
1241 bool Monster_Spawn_Setup(entity this)
1243 Monster mon = Monsters_from(this.monsterid);
1244 mon.mr_setup(mon, this);
1246 // ensure some basic needs are met
1247 if(!this.health) { this.health = 100; }
1248 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1249 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1250 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1251 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1252 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1253 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1255 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1257 Monster_Miniboss_Check(this);
1258 this.health *= MONSTER_SKILLMOD(this);
1261 this.skin = rint(random() * 4);
1264 this.max_health = this.health;
1265 this.pain_finished = this.nextthink;
1267 if(IS_PLAYER(this.monster_follow))
1268 this.effects |= EF_DIMLIGHT;
1270 if(!this.wander_delay) { this.wander_delay = 2; }
1271 if(!this.wander_distance) { this.wander_distance = 600; }
1273 Monster_Sounds_Precache(this);
1274 Monster_Sounds_Update(this);
1278 if(!this.monster_attack)
1279 IL_PUSH(g_monster_targets, this);
1280 this.monster_attack = true; // we can have monster enemies in team games
1283 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1285 if(autocvar_g_monsters_healthbars)
1287 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1288 wp.wp_extra = this.monsterid;
1289 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1290 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1292 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1293 WaypointSprite_UpdateHealth(this.sprite, this.health);
1297 setthink(this, Monster_Think);
1298 this.nextthink = time + this.ticrate;
1300 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1306 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1308 // setup the basic required properties for a monster
1309 entity mon = Monsters_from(mon_id);
1310 if(!mon.monsterid) { return false; } // invalid monster
1312 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1314 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1316 IL_PUSH(g_monsters, this);
1317 if(this.mdl && this.mdl != "")
1318 precache_model(this.mdl);
1319 if(this.mdl_dead && this.mdl_dead != "")
1320 precache_model(this.mdl_dead);
1323 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1325 if(!this.monster_skill)
1326 this.monster_skill = cvar("g_monsters_skill");
1328 // support for quake style removing monsters based on skill
1329 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1330 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1331 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1333 if(this.team && !teamplay)
1336 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1337 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1338 monsters_total += 1;
1340 if(this.mdl && this.mdl != "")
1341 _setmodel(this, this.mdl);
1343 setmodel(this, mon.m_model);
1345 this.flags = FL_MONSTER;
1346 this.classname = "monster";
1347 this.takedamage = DAMAGE_AIM;
1348 if(!this.bot_attack)
1349 IL_PUSH(g_bot_targets, this);
1350 this.bot_attack = true;
1351 this.iscreature = true;
1352 this.teleportable = true;
1353 if(!this.damagedbycontents)
1354 IL_PUSH(g_damagedbycontents, this);
1355 this.damagedbycontents = true;
1356 this.monsterid = mon_id;
1357 this.event_damage = Monster_Damage;
1358 settouch(this, Monster_Touch);
1359 this.use = Monster_Use;
1360 this.solid = SOLID_BBOX;
1361 set_movetype(this, MOVETYPE_WALK);
1362 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1364 this.velocity = '0 0 0';
1365 this.moveto = this.origin;
1366 this.pos1 = this.origin;
1367 this.pos2 = this.angles;
1368 this.reset = Monster_Reset;
1369 this.netname = mon.netname;
1370 this.monster_attackfunc = mon.monster_attackfunc;
1371 this.monster_name = mon.monster_name;
1372 this.candrop = true;
1373 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1374 this.oldtarget2 = this.target2;
1375 //this.pass_distance = 0;
1376 this.deadflag = DEAD_NO;
1377 this.spawn_time = time;
1379 this.monster_moveto = '0 0 0';
1380 this.monster_face = '0 0 0';
1381 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1383 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1384 if(!this.scale) { this.scale = 1; }
1385 if(autocvar_g_monsters_edit) { this.grab = 1; }
1386 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1387 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1388 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1390 if(autocvar_g_playerclip_collisions)
1391 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1393 if(mon.spawnflags & MONSTER_TYPE_FLY)
1395 this.flags |= FL_FLY;
1396 set_movetype(this, MOVETYPE_FLY);
1399 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1401 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1404 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1405 if(autocvar_g_monsters_quake_resize)
1409 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1411 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1413 Monster_UpdateModel(this);
1415 if(!Monster_Spawn_Setup(this))
1417 Monster_Remove(this);
1423 setorigin(this, this.origin + '0 0 20');
1424 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1425 setorigin(this, trace_endpos);
1428 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1429 monster_setupcolors(this);
1431 CSQCMODEL_AUTOINIT(this);