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Begin adding a new sounds system for monsters (based on player sounds)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
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         {
70                 if(trace_ent != world)
71                         targ = trace_ent;
72                 else
73                         return FALSE;
74         }
75                 
76         if(targ.vehicle_flags & VHF_ISVEHICLE)
77         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
78                 return FALSE; // melee attacks are useless against vehicles
79                 
80         if(time < game_starttime)
81                 return FALSE; // monsters do nothing before the match has started
82         
83         if(vlen(targ.origin - ent.origin) >= ent.target_range)
84                 return FALSE; // enemy is too far away
85                 
86         if(targ.takedamage == DAMAGE_NO)
87                 return FALSE; // enemy can't be damaged
88                 
89         if(targ.items & IT_INVISIBILITY)
90                 return FALSE; // enemy is invisible
91                 
92         if(substring(targ.classname, 0, 10) == "onslaught_")
93                 return FALSE; // don't attack onslaught targets
94         
95         if(IS_SPEC(targ) || IS_OBSERVER(targ))
96                 return FALSE; // enemy is a spectator
97         
98         if not(targ.vehicle_flags & VHF_ISVEHICLE)
99         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
100                 return FALSE; // enemy/self is dead
101                 
102         if(ent.monster_owner == targ)
103                 return FALSE; // don't attack our master
104                 
105         if(targ.monster_owner == ent)
106                 return FALSE; // don't attack our pet
107         
108         if not(targ.vehicle_flags & VHF_ISVEHICLE)
109         if(targ.flags & FL_NOTARGET)
110                 return FALSE; // enemy can't be targeted
111         
112         if not(autocvar_g_monsters_typefrag)
113         if(targ.BUTTON_CHAT)
114                 return FALSE; // no typefragging!
115         
116         if not(IsDifferentTeam(targ, ent))
117                 return FALSE; // enemy is on our team
118                 
119         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
120         if(ent.enemy != targ)
121         {
122                 float dot;
123
124                 makevectors (ent.angles);
125                 dot = normalize (targ.origin - ent.origin) * v_forward;
126                 
127                 if(dot <= 0.3)
128                         return FALSE;
129         }
130         
131         return TRUE;
132 }
133
134 entity FindTarget (entity ent) 
135 {
136         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
137         
138         entity head, closest_target = world;
139         head = findradius(ent.origin, ent.target_range);
140                         
141         while(head) // find the closest acceptable target to pass to
142         {
143                 if(monster_isvalidtarget(head, ent))
144                 {
145                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) 
146                         vector head_center = CENTER_OR_VIEWOFS(head);
147                         vector ent_center = CENTER_OR_VIEWOFS(ent);
148                                         
149                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
150                         if(closest_target)
151                         {
152                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
153                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
154                                         { closest_target = head; }
155                         }
156                         else { closest_target = head; }
157                 }
158                 
159                 head = head.chain;
160         }
161         
162         return closest_target;
163 }
164
165 void MonsterTouch ()
166 {
167         if(other == world)
168                 return;
169                 
170         if(self.enemy != other)
171         if not(other.flags & FL_MONSTER)
172         if(monster_isvalidtarget(other, self))
173                 self.enemy = other;
174 }
175
176 string get_monster_model_datafilename(string m, float sk, string fil)
177 {
178         if(m)
179                 m = strcat(m, "_");
180         else
181                 m = "models/monsters/*_";
182         if(sk >= 0)
183                 m = strcat(m, ftos(sk));
184         else
185                 m = strcat(m, "*");
186         return strcat(m, ".", fil);
187 }
188
189 void PrecacheMonsterSounds(string f)
190 {
191         float fh;
192         string s;
193         fh = fopen(f, FILE_READ);
194         if(fh < 0)
195                 return;
196         while((s = fgets(fh)))
197         {
198                 if(tokenize_console(s) != 3)
199                 {
200                         dprint("Invalid sound info line: ", s, "\n");
201                         continue;
202                 }
203                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
204         }
205         fclose(fh);
206 }
207
208 void precache_monstersounds()
209 {
210         string m = (get_monsterinfo(self.monsterid)).model;
211         float globhandle, n, i;
212         string f;
213         
214         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
215         if (globhandle < 0)
216                 return;
217         n = search_getsize(globhandle);
218         for (i = 0; i < n; ++i)
219         {
220                 //print(search_getfilename(globhandle, i), "\n");
221                 f = search_getfilename(globhandle, i);
222                 PrecacheMonsterSounds(f);
223         }
224         search_end(globhandle);
225 }
226
227 void ClearMonsterSounds()
228 {
229 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
230         ALLMONSTERSOUNDS
231 #undef _MSOUND
232 }
233
234 .string GetMonsterSoundSampleField(string type)
235 {
236         GetMonsterSoundSampleField_notFound = 0;
237         switch(type)
238         {
239 #define _MSOUND(m) case #m: return monstersound_##m;
240                 ALLMONSTERSOUNDS
241 #undef _MSOUND
242         }
243         GetMonsterSoundSampleField_notFound = 1;
244         return string_null;
245 }
246
247 float LoadMonsterSounds(string f, float first)
248 {
249         float fh;
250         string s;
251         var .string field;
252         fh = fopen(f, FILE_READ);
253         if(fh < 0)
254         {
255                 dprint("Monster sound file not found: ", f, "\n");
256                 return 0;
257         }
258         while((s = fgets(fh)))
259         {
260                 if(tokenize_console(s) != 3)
261                         continue;
262                 field = GetMonsterSoundSampleField(argv(0));
263                 if(GetMonsterSoundSampleField_notFound)
264                         continue;
265                 if(self.field)
266                         strunzone(self.field);
267                 self.field = strzone(strcat(argv(1), " ", argv(2)));
268         }
269         fclose(fh);
270         return 1;
271 }
272
273 .float skin_for_monstersound;
274 void UpdateMonsterSounds()
275 {
276         entity mon = get_monsterinfo(self.monsterid);
277         
278         if(self.skin == self.skin_for_monstersound)
279                 return;
280         self.skin_for_monstersound = self.skin;
281         ClearMonsterSounds();
282         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
283         if(!autocvar_g_debug_defaultsounds)
284         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
285                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
286 }
287
288 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
289 {
290         if(delaytoo && time < self.msound_delay)
291                 return; // too early
292         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
293         
294         self.msound_delay = time + sound_delay;
295 }
296
297 void monster_makevectors(entity e)
298 {
299         vector v;
300                 
301         v = CENTER_OR_VIEWOFS(e);
302         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
303         self.v_angle_x = -self.v_angle_x;
304         
305         makevectors(self.v_angle);
306 }
307
308 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
309 {
310         float rdmg = damg * random();
311
312         if (self.health <= 0)
313                 return FALSE; // attacking while dead?!
314                 
315         if(dostop)
316         {
317                 self.velocity_x = 0;
318                 self.velocity_y = 0;
319                 self.state = MONSTER_STATE_ATTACK_MELEE;
320                 self.SendFlags |= MSF_MOVE;
321         }
322         
323         monsters_setframe(anim);
324         
325         if(anim_finished != 0)
326                 self.attack_finished_single = time + anim_finished;
327
328         monster_makevectors(targ);
329         
330         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
331         
332         if(trace_ent.takedamage)
333                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
334                 
335         return TRUE;
336 }
337
338 void Monster_CheckMinibossFlag ()
339 {
340         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
341                 return;
342                 
343         float chance = random() * 100;
344
345         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
346         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
347         {
348                 self.health += autocvar_g_monsters_miniboss_healthboost;
349                 if not(self.weapon)
350                         self.weapon = WEP_NEX;
351         }
352 }
353
354 float Monster_CanRespawn(entity ent)
355 {
356         other = ent;
357         if(MUTATOR_CALLHOOK(MonsterRespawn))
358                 return TRUE; // enabled by a mutator
359                 
360         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
361                 return FALSE;
362                 
363         if not(autocvar_g_monsters_respawn)
364                 return FALSE;
365                 
366         return TRUE;
367 }
368
369 void Monster_Fade ()
370 {
371         if(Monster_CanRespawn(self))
372         {
373                 self.monster_respawned = TRUE;
374                 self.think = self.monster_spawnfunc;
375                 self.nextthink = time + self.respawntime;
376                 self.deadflag = DEAD_RESPAWNING;
377                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
378                 {
379                         self.pos1 = self.origin;
380                         self.pos2 = self.angles;
381                 }
382                 self.event_damage = func_null;
383                 self.takedamage = DAMAGE_NO;
384                 setorigin(self, self.pos1);
385                 self.angles = self.pos2;
386                 self.health = self.max_health;
387                 
388                 self.SendFlags |= MSF_MOVE;
389                 self.SendFlags |= MSF_STATUS;
390         }
391         else
392                 SUB_SetFade(self, time + 3, 1);
393 }
394
395 float Monster_CanJump (vector vel)
396 {
397         if(self.state)
398                 return FALSE; // already attacking
399         if not(self.flags & FL_ONGROUND)
400                 return FALSE; // not on the ground
401         if(self.health <= 0)
402                 return FALSE; // called when dead?
403         if(time < self.attack_finished_single)
404                 return FALSE; // still attacking
405
406         vector old = self.velocity;
407         
408         self.velocity = vel;
409         tracetoss(self, self);
410         self.velocity = old;
411         if (trace_ent != self.enemy)
412                 return FALSE;
413
414         return TRUE;
415 }
416
417 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
418 {
419         if(!Monster_CanJump(vel))
420                 return FALSE;
421                 
422         monsters_setframe(anm);
423         self.state = MONSTER_STATE_ATTACK_LEAP;
424         self.touch = touchfunc;
425         self.origin_z += 1;
426         self.velocity = vel;
427         self.flags &= ~FL_ONGROUND;
428                 
429         self.attack_finished_single = time + anim_finished;
430         
431         return TRUE;
432 }
433
434 void monster_checkattack(entity e, entity targ)
435 {
436         if(e == world)
437                 return;
438         if(targ == world)
439                 return;
440                 
441         if not(e.monster_attackfunc)
442                 return;
443         
444         if(time < e.attack_finished_single)
445                 return;
446                 
447         if(vlen(targ.origin - e.origin) <= e.attack_range)
448         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
449         {
450                 //monster_sound(e.msound_attack_melee, 0, FALSE);
451                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
452                 return;
453         }
454         
455         if(vlen(targ.origin - e.origin) > e.attack_range)
456         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
457         {
458                 //monster_sound(e.msound_attack_ranged, 0, FALSE);
459                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
460                 return;
461         }
462 }
463
464 void monster_use ()
465 {
466         if not(self.enemy)
467         if(self.health > 0)
468         if(monster_isvalidtarget(activator, self))
469                 self.enemy = activator;
470 }
471
472 .float last_trace;
473 .float last_enemycheck; // for checking enemy
474 vector monster_pickmovetarget(entity targ)
475 {
476         // enemy is always preferred target
477         if(self.enemy)
478         {
479                 makevectors(self.angles);
480                 self.monster_movestate = MONSTER_MOVE_ENEMY;
481                 self.last_trace = time + 1.2;
482                 return self.enemy.origin;
483         }
484         
485         switch(self.monster_moveflags)
486         {
487                 case MONSTER_MOVE_OWNER:
488                 {
489                         self.monster_movestate = MONSTER_MOVE_OWNER;
490                         self.last_trace = time + 0.3;
491                         if(self.monster_owner)
492                                 return self.monster_owner.origin;
493                 }
494                 case MONSTER_MOVE_SPAWNLOC:
495                 {
496                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
497                         self.last_trace = time + 2;
498                         return self.pos1;
499                 }
500                 case MONSTER_MOVE_NOMOVE:
501                 {
502                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
503                         self.last_trace = time + 2;
504                         return self.origin;
505                 }
506                 default:
507                 case MONSTER_MOVE_WANDER:
508                 {
509                         vector pos;
510                         self.monster_movestate = MONSTER_MOVE_WANDER;
511                         self.last_trace = time + 2;
512                                 
513                         self.angles_y = rint(random() * 500);
514                         makevectors(self.angles);
515                         pos = self.origin + v_forward * 600;
516                         
517                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
518                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
519                         {
520                                 pos_z = random() * 200;
521                                 if(random() >= 0.5)
522                                         pos_z *= -1;
523                         }
524                         
525                         if(targ)
526                         {
527                                 self.last_trace = time + 0.5;
528                                 pos = targ.origin;
529                         }
530                         
531                         return pos;
532                 }
533         }
534 }
535
536 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
537 {
538         fixedmakevectors(self.angles);
539
540         if(self.target2)
541                 self.goalentity = find(world, targetname, self.target2);
542                 
543         entity targ;
544
545         if(self.frozen)
546         {
547                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
548                 self.health = max(1, self.max_health * self.revive_progress);
549                 
550                 self.SendFlags |= MSF_STATUS;
551                         
552                 movelib_beak_simple(stopspeed);
553                         
554                 self.velocity = '0 0 0';
555                 self.enemy = world;
556                 self.nextthink = time + 0.1;
557                 
558                 if(self.revive_progress >= 1)
559                         Unfreeze(self); // wait for next think before attacking
560                         
561                 // don't bother updating angles here?
562                 if(self.origin != self.oldorigin)
563                 {
564                         self.oldorigin = self.origin;
565                         self.SendFlags |= MSF_MOVE;
566                 }
567                         
568                 return; // no moving while frozen
569         }
570         
571         if(self.flags & FL_SWIM)
572         {
573                 if(self.waterlevel < WATERLEVEL_WETFEET)
574                 {
575                         if(time >= self.last_trace)
576                         {
577                                 self.fish_wasdrowning = TRUE;
578                                 self.last_trace = time + 0.4;
579                                 
580                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
581                                 self.angles = '90 90 0';
582                                 if(random() < 0.5)
583                                 {
584                                         self.velocity_y += random() * 50;
585                                         self.velocity_x -= random() * 50;
586                                 }
587                                 else
588                                 {
589                                         self.velocity_y -= random() * 50;
590                                         self.velocity_x += random() * 50;
591                                 }
592                                 self.velocity_z += random() * 150;
593                         }
594                                 
595                         
596                         self.movetype = MOVETYPE_BOUNCE;
597                         //self.velocity_z = -200;
598                                 
599                         self.SendFlags |= MSF_MOVE | MSF_ANG;
600                         
601                         return;
602                 }
603                 else if(self.fish_wasdrowning)
604                 {
605                         self.fish_wasdrowning = FALSE;
606                         self.angles_x = 0;
607                         self.movetype = MOVETYPE_WALK;
608                 }
609         }
610         
611         targ = self.goalentity;
612         
613         monster_target = targ;
614         monster_speed_run = runspeed;
615         monster_speed_walk = walkspeed;
616         
617         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)
618         {
619                 runspeed = walkspeed = 0;
620                 if(time >= self.spawn_time)
621                         monsters_setframe(manim_idle);
622                 movelib_beak_simple(stopspeed);
623                 if(self.oldorigin != self.origin)
624                 {
625                         self.oldorigin = self.origin;
626                         self.SendFlags |= MSF_MOVE;
627                 }
628                 return;
629         }
630         
631         targ = monster_target;
632         runspeed = monster_speed_run;
633         walkspeed = monster_speed_walk;
634         
635         if(teamplay)
636         if(autocvar_g_monsters_teams)
637         if(IsDifferentTeam(self.monster_owner, self))
638                 self.monster_owner = world;
639         
640         if(self.enemy && self.enemy.health < 1)
641                 self.enemy = world; // enough!
642                 
643         if(time >= self.last_enemycheck)
644         {
645                 if not(monster_isvalidtarget(self.enemy, self))
646                         self.enemy = world;
647                         
648                 if not(self.enemy)
649                 {
650                         self.enemy = FindTarget(self);
651                         if(self.enemy)
652                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
653                                 //monster_sound(self.msound_sight, 0, FALSE);
654                 }
655                         
656                 self.last_enemycheck = time + 2;
657         }
658         
659         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
660                 self.state = 0;
661                 
662         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
663         if(time >= self.last_trace || self.enemy) // update enemy instantly
664                 self.moveto = monster_pickmovetarget(targ);
665
666         if not(self.enemy)
667                 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
668                 //monster_sound(self.msound_idle, 5, TRUE);
669         
670         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
671                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
672         
673         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
674         {
675                 self.state = 0;
676                 self.touch = MonsterTouch;
677         }
678         
679         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
680         
681         float turny = 0;
682         vector real_angle = vectoangles(self.steerto) - self.angles;
683         
684         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
685                 turny = 20;
686                 
687         if(self.flags & FL_SWIM)
688                 turny = vlen(self.angles - self.moveto);
689         
690         if(turny)
691         {
692                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
693                 self.angles_y += turny;
694         }
695         
696         if(self.state == MONSTER_STATE_ATTACK_MELEE)
697                 self.moveto = self.origin;
698                 
699         if(self.enemy && self.enemy.vehicle)
700                 runspeed = 0;
701         
702         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
703                 v_forward = normalize(self.moveto - self.origin);
704         else
705                 self.moveto_z = self.origin_z; 
706
707         if(vlen(self.origin - self.moveto) > 64)
708         {
709                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
710                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
711                 else
712                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
713                         
714                 if(time > self.pain_finished)
715                 if(time > self.attack_finished_single)
716                 if(vlen(self.velocity) > 10)
717                         monsters_setframe((self.enemy) ? manim_run : manim_walk);
718                 else
719                         monsters_setframe(manim_idle);
720         }
721         else
722         {
723                 entity e = find(world, targetname, self.target2);
724                 if(e.target2)
725                         self.target2 = e.target2;
726                 else if(e.target)
727                         self.target2 = e.target;
728                 
729                 movelib_beak_simple(stopspeed);
730                 if(time > self.attack_finished_single)
731                 if(time > self.pain_finished)
732                 if (vlen(self.velocity) <= 30)
733                         monsters_setframe(manim_idle);
734         }
735         
736         monster_checkattack(self, self.enemy);
737         
738         if(self.angles != self.oldangles)
739         {
740                 self.oldangles = self.angles;
741                 self.SendFlags |= MSF_ANG;
742         }
743         
744         if(self.origin != self.oldorigin)
745         {
746                 self.oldorigin = self.origin;
747                 self.SendFlags |= MSF_MOVE;
748         }
749 }
750
751 void monster_dead_think()
752 {
753         self.think = monster_dead_think;
754         self.nextthink = time + 0.3; // don't need to update so often now
755         
756         self.deadflag = DEAD_DEAD;
757         
758         if(self.ltime != 0)
759         if(time >= self.ltime)
760         {
761                 Monster_Fade();
762                 return;
763         }
764         
765         if(self.oldorigin != self.origin)
766         {
767                 self.oldorigin = self.origin;
768                 self.SendFlags |= MSF_MOVE;
769         }
770 }
771
772 void monsters_setstatus()
773 {
774         self.stat_monsters_total = monsters_total;
775         self.stat_monsters_killed = monsters_killed;
776 }
777
778 void Monster_Appear()
779 {
780         self.enemy = activator;
781         self.spawnflags &= ~MONSTERFLAG_APPEAR;
782         self.monster_spawnfunc();
783 }
784
785 float Monster_CheckAppearFlags(entity ent)
786 {
787         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
788                 return FALSE;
789         
790         ent.think = func_null;
791         ent.nextthink = 0;
792         ent.use = Monster_Appear;
793         ent.flags = FL_MONSTER; // set so this monster can get butchered
794         
795         return TRUE;
796 }
797
798 void monsters_reset()
799 {
800         setorigin(self, self.pos1);
801         self.angles = self.pos2;
802         
803         self.health = self.max_health;
804         self.velocity = '0 0 0';
805         self.enemy = world;
806         self.goalentity = world;
807         self.attack_finished_single = 0;
808         self.moveto = self.origin;
809         
810         self.SendFlags |= MSF_STATUS;
811 }
812
813 float monster_send(entity to, float sf)
814 {
815         WriteByte(MSG_ENTITY, ENT_CLIENT_MONSTER);    
816         WriteByte(MSG_ENTITY, sf);
817         if(sf & MSF_SETUP)
818         {
819             WriteByte(MSG_ENTITY, self.monsterid);
820             
821             WriteCoord(MSG_ENTITY, self.origin_x);
822             WriteCoord(MSG_ENTITY, self.origin_y);
823             WriteCoord(MSG_ENTITY, self.origin_z);
824             
825             WriteAngle(MSG_ENTITY, self.angles_x);
826             WriteAngle(MSG_ENTITY, self.angles_y);
827                 
828                 WriteByte(MSG_ENTITY, self.skin);
829                 WriteByte(MSG_ENTITY, self.team);
830     }
831     
832     if(sf & MSF_ANG)
833     {
834         WriteShort(MSG_ENTITY, rint(self.angles_x));
835         WriteShort(MSG_ENTITY, rint(self.angles_y));
836     }
837     
838     if(sf & MSF_MOVE)
839     {
840         WriteShort(MSG_ENTITY, rint(self.origin_x));
841         WriteShort(MSG_ENTITY, rint(self.origin_y));
842         WriteShort(MSG_ENTITY, rint(self.origin_z));
843
844         WriteShort(MSG_ENTITY, rint(self.velocity_x));
845         WriteShort(MSG_ENTITY, rint(self.velocity_y));
846         WriteShort(MSG_ENTITY, rint(self.velocity_z));        
847         
848         WriteShort(MSG_ENTITY, rint(self.angles_y));        
849     }
850     
851     if(sf & MSF_ANIM)
852     {
853         WriteCoord(MSG_ENTITY, self.anim_start_time);
854         WriteByte(MSG_ENTITY, self.frame);
855     }
856     
857     if(sf & MSF_STATUS)
858     {
859                 WriteByte(MSG_ENTITY, self.skin);
860                 
861         WriteByte(MSG_ENTITY, self.team);
862                 
863                 WriteByte(MSG_ENTITY, self.deadflag);
864         
865         if(self.health <= 0)
866             WriteByte(MSG_ENTITY, 0);
867         else
868             WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
869     }
870     
871         return TRUE;
872 }
873
874 void monster_link(void() spawnproc)
875 {
876     Net_LinkEntity(self, TRUE, 0, monster_send);
877     self.think      = spawnproc;
878     self.nextthink  = time;
879 }
880
881 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
882 {
883         self.health -= damage;
884                 
885         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
886                 
887         if(self.health <= -100) // 100 health until gone?
888         {
889                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
890                 
891                 self.think = SUB_Remove;
892                 self.nextthink = time + 0.1;
893         }
894 }
895
896 void monster_die()
897 {
898         self.think = monster_dead_think;
899         self.nextthink = self.ticrate;
900         self.ltime = time + 5;
901         
902         monster_dropitem();
903         
904         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
905         //monster_sound(self.msound_death, 0, FALSE);
906                 
907         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
908                 monsters_killed += 1;
909                 
910         if(self.candrop && self.weapon)
911                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');     
912                 
913         if(IS_CLIENT(self.realowner))
914                 self.realowner.monstercount -= 1;
915                 
916         self.event_damage       = monsters_corpse_damage;
917         self.solid                      = SOLID_CORPSE;
918         self.takedamage         = DAMAGE_AIM;
919         self.enemy                      = world;
920         self.movetype           = MOVETYPE_TOSS;
921         self.moveto                     = self.origin;
922         self.touch                      = MonsterTouch; // reset incase monster was pouncing
923         
924         if not(self.flags & FL_FLY)
925                 self.velocity = '0 0 0';
926         
927         self.SendFlags |= MSF_MOVE;
928         
929         // number of monsters spawned with mobspawn command
930         totalspawned -= 1;
931         
932         MON_ACTION(self.monsterid, MR_DEATH);
933 }
934
935 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
936 {
937         if(self.frozen && deathtype != DEATH_KILL)
938                 return;
939                 
940         if(time < self.pain_finished && deathtype != DEATH_KILL)
941                 return;
942                 
943         if(time < self.spawnshieldtime)
944                 return;
945                 
946         vector v;
947         float take, save;
948                 
949         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, damage);
950         take = v_x;
951         save = v_y;
952                 
953         self.health -= take;
954                 
955         self.dmg_time = time;
956
957         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
958                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
959         
960         self.velocity += force * self.damageforcescale;
961                 
962         if(deathtype != DEATH_DROWN)
963         {
964                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
965                 if (take > 50)
966                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
967                 if (take > 100)
968                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
969         }
970                 
971         if(self.health <= 0)
972         {
973                 if(deathtype == DEATH_KILL)
974                         self.candrop = FALSE; // killed by mobkill command
975                         
976                 // TODO: fix this?
977                 activator = attacker;
978                 other = self.enemy;
979                 SUB_UseTargets();
980                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
981         
982                 monster_die();
983                 
984                 frag_attacker = attacker;
985                 frag_target = self;
986                 MUTATOR_CALLHOOK(MonsterDies);
987                 
988                 if(self.health <= -100) // check if we're already gibbed
989                 {
990                         Violence_GibSplash(self, 1, 0.5, attacker);
991                 
992                         self.think = SUB_Remove;
993                         self.nextthink = time + 0.1;
994                 }
995         }
996         
997         self.SendFlags |= MSF_STATUS;
998 }
999
1000 void monster_think()
1001 {
1002         self.think = monster_think;
1003         self.nextthink = self.ticrate;
1004         
1005         MON_ACTION(self.monsterid, MR_THINK);
1006 }
1007
1008 void monster_spawn()
1009 {
1010         MON_ACTION(self.monsterid, MR_SETUP);
1011
1012         if not(self.monster_respawned)
1013                 Monster_CheckMinibossFlag();
1014         
1015         self.max_health = self.health;
1016         self.pain_finished = self.nextthink;
1017         self.anim_start_time = time;
1018         
1019         if not(self.noalign)
1020         {
1021                 setorigin(self, self.origin + '0 0 20');
1022                 tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1023                 setorigin(self, trace_endpos);
1024         }
1025         
1026         if not(self.monster_respawned)
1027         if not(self.skin)
1028                 self.skin = rint(random() * 4);
1029                 
1030         if not(self.attack_range)
1031                 self.attack_range = autocvar_g_monsters_attack_range;
1032         
1033         self.pos1 = self.origin;
1034         
1035         //monster_setupsounds(self.netname);
1036         precache_monstersounds();
1037         UpdateMonsterSounds();
1038         //monster_precachesounds(self);
1039         
1040         if(teamplay)
1041                 self.monster_attack = TRUE; // we can have monster enemies in team games
1042         
1043         //monster_sound(self.msound_spawn, 0, FALSE);
1044         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1045         
1046         self.think = monster_think;
1047         self.nextthink = time + self.ticrate;
1048         
1049         self.SendFlags |= MSF_SETUP;
1050         
1051         MUTATOR_CALLHOOK(MonsterSpawn);
1052 }
1053
1054 float monster_initialize(float mon_id, float nodrop)
1055 {
1056         if not(autocvar_g_monsters)
1057                 return FALSE;
1058         
1059         entity mon = get_monsterinfo(mon_id);
1060         
1061         // support for quake style removing monsters based on skill
1062         switch(monster_skill)
1063         {
1064                 case 0:
1065                 case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY)              return FALSE; break;
1066                 case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM)    return FALSE; break;
1067                 default:
1068                 case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD)              return FALSE; break;
1069         }
1070         
1071         if(self.team && !teamplay)
1072                 self.team = 0;
1073         
1074         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
1075         if not(self.monster_respawned)
1076                 monsters_total += 1;
1077         
1078         setsize(self, mon.mins, mon.maxs);
1079         self.flags                              = FL_MONSTER;
1080         self.takedamage                 = DAMAGE_AIM;
1081         self.bot_attack                 = TRUE;
1082         self.iscreature                 = TRUE;
1083         self.teleportable               = TRUE;
1084         self.damagedbycontents  = TRUE;
1085         self.monsterid                  = mon_id;
1086         self.damageforcescale   = 0;
1087         self.event_damage               = monsters_damage;
1088         self.touch                              = MonsterTouch;
1089         self.use                                = monster_use;
1090         self.solid                              = SOLID_BBOX;
1091         self.movetype                   = MOVETYPE_WALK;
1092         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1093         self.enemy                              = world;
1094         self.velocity                   = '0 0 0';
1095         self.moveto                             = self.origin;
1096         self.pos2                               = self.angles;
1097         self.reset                              = monsters_reset;
1098         self.netname                    = mon.netname;
1099         self.monster_name               = M_NAME(mon_id);
1100         self.candrop                    = TRUE;
1101         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1102         self.oldtarget2                 = self.target2;
1103         self.deadflag                   = DEAD_NO;
1104         self.scale                              = 1;
1105         self.noalign                    = nodrop;
1106         self.spawn_time                 = time;
1107         self.gravity                    = 1;
1108         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1109         
1110         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1111                 self.flags |= FL_SWIM;
1112                 
1113         if(mon.spawnflags & MONSTER_TYPE_FLY)
1114         {
1115                 self.flags |= FL_FLY;
1116                 self.movetype = MOVETYPE_FLY;
1117         }
1118                 
1119         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1120                 self.scale = 1.3;
1121         
1122         if not(self.ticrate)
1123                 self.ticrate = autocvar_g_monsters_think_delay;
1124                 
1125         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1126         
1127         if not(self.m_armor_blockpercent)
1128                 self.m_armor_blockpercent = 0.5;
1129         
1130         if not(self.target_range)
1131                 self.target_range = autocvar_g_monsters_target_range;
1132         
1133         if not(self.respawntime)
1134                 self.respawntime = autocvar_g_monsters_respawn_delay;
1135         
1136         if not(self.monster_moveflags)
1137                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1138         
1139         monster_link(monster_spawn);
1140
1141         return TRUE;
1142 }