]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/sv_monsters.qc
Cache monster list reply like map list & allow spawning mutator-blocked monsters...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 // =========================
2 //  SVQC Monster Properties
3 // =========================
4
5
6 void monster_item_spawn()
7 {
8         if(self.monster_loot)
9                 self.monster_loot();
10
11         self.gravity = 1;
12         self.reset = SUB_Remove;
13         self.noalign = TRUE;
14         self.velocity = randomvec() * 175 + '0 0 325';
15         self.classname = "droppedweapon"; // hax
16         self.item_spawnshieldtime = time + 0.7;
17
18         SUB_SetFade(self, time + autocvar_g_monsters_drop_time, 1);
19 }
20
21 void monster_dropitem()
22 {
23         if(!self.candrop || !self.monster_loot)
24                 return;
25
26         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
27         entity e = spawn();
28
29         setorigin(e, org);
30
31         e.monster_loot = self.monster_loot;
32
33         other = e;
34         MUTATOR_CALLHOOK(MonsterDropItem);
35         e = other;
36
37         if(e)
38         {
39                 e.think = monster_item_spawn;
40                 e.nextthink = time + 0.3;
41         }
42 }
43
44 float monster_isvalidtarget (entity targ, entity ent)
45 {
46         if(!targ || !ent)
47                 return FALSE; // someone doesn't exist
48
49         if(targ == ent)
50                 return FALSE; // don't attack ourselves
51
52         traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
53
54         if(trace_ent != targ)
55                 return FALSE;
56
57         if(targ.vehicle_flags & VHF_ISVEHICLE)
58         if not((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED)
59                 return FALSE; // melee attacks are useless against vehicles
60
61         if(time < game_starttime)
62                 return FALSE; // monsters do nothing before the match has started
63
64         if(vlen(targ.origin - ent.origin) >= ent.target_range)
65                 return FALSE; // enemy is too far away
66
67         if(targ.takedamage == DAMAGE_NO)
68                 return FALSE; // enemy can't be damaged
69
70         if(targ.items & IT_INVISIBILITY)
71                 return FALSE; // enemy is invisible
72
73         if(substring(targ.classname, 0, 10) == "onslaught_")
74                 return FALSE; // don't attack onslaught targets
75
76         if(IS_SPEC(targ) || IS_OBSERVER(targ))
77                 return FALSE; // enemy is a spectator
78
79         if not(targ.vehicle_flags & VHF_ISVEHICLE)
80         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
81                 return FALSE; // enemy/self is dead
82
83         if(ent.monster_owner == targ)
84                 return FALSE; // don't attack our master
85
86         if(targ.monster_owner == ent)
87                 return FALSE; // don't attack our pet
88
89         if not(targ.vehicle_flags & VHF_ISVEHICLE)
90         if(targ.flags & FL_NOTARGET)
91                 return FALSE; // enemy can't be targeted
92
93         if not(autocvar_g_monsters_typefrag)
94         if(targ.BUTTON_CHAT)
95                 return FALSE; // no typefragging!
96
97         if(SAME_TEAM(targ, ent))
98                 return FALSE; // enemy is on our team
99                 
100         if (targ.frozen == 1 || (targ.frozen == 2 && ent.monsterid != MON_SPIDER))
101                 return FALSE; // ignore frozen
102
103         if(autocvar_g_monsters_target_infront || ent.spawnflags & MONSTERFLAG_INFRONT)
104         if(ent.enemy != targ)
105         {
106                 float dot;
107
108                 makevectors (ent.angles);
109                 dot = normalize (targ.origin - ent.origin) * v_forward;
110
111                 if(dot <= 0.3)
112                         return FALSE;
113         }
114
115         return TRUE;
116 }
117
118 entity FindTarget (entity ent)
119 {
120         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
121
122         entity head, closest_target = world;
123         head = findradius(ent.origin, ent.target_range);
124
125         while(head) // find the closest acceptable target to pass to
126         {
127                 if(head.monster_attack)
128                 if(monster_isvalidtarget(head, ent))
129                 {
130                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
131                         vector head_center = CENTER_OR_VIEWOFS(head);
132                         vector ent_center = CENTER_OR_VIEWOFS(ent);
133
134                         //if(ctf_CheckPassDirection(head_center, ent_center, ent.v_angle, head.WarpZone_findradius_nearest))
135                         if(closest_target)
136                         {
137                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
139                                         { closest_target = head; }
140                         }
141                         else { closest_target = head; }
142                 }
143
144                 head = head.chain;
145         }
146
147         return closest_target;
148 }
149
150 void MonsterTouch ()
151 {
152         if(other == world)
153                 return;
154
155         if(self.enemy != other)
156         if not(other.flags & FL_MONSTER)
157         if(monster_isvalidtarget(other, self))
158                 self.enemy = other;
159 }
160
161 string get_monster_model_datafilename(string m, float sk, string fil)
162 {
163         if(m)
164                 m = strcat(m, "_");
165         else
166                 m = "models/monsters/*_";
167         if(sk >= 0)
168                 m = strcat(m, ftos(sk));
169         else
170                 m = strcat(m, "*");
171         return strcat(m, ".", fil);
172 }
173
174 void PrecacheMonsterSounds(string f)
175 {
176         float fh;
177         string s;
178         fh = fopen(f, FILE_READ);
179         if(fh < 0)
180                 return;
181         while((s = fgets(fh)))
182         {
183                 if(tokenize_console(s) != 3)
184                 {
185                         dprint("Invalid sound info line: ", s, "\n");
186                         continue;
187                 }
188                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
189         }
190         fclose(fh);
191 }
192
193 void precache_monstersounds()
194 {
195         string m = (get_monsterinfo(self.monsterid)).model;
196         float globhandle, n, i;
197         string f;
198
199         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
200         if (globhandle < 0)
201                 return;
202         n = search_getsize(globhandle);
203         for (i = 0; i < n; ++i)
204         {
205                 //print(search_getfilename(globhandle, i), "\n");
206                 f = search_getfilename(globhandle, i);
207                 PrecacheMonsterSounds(f);
208         }
209         search_end(globhandle);
210 }
211
212 void ClearMonsterSounds()
213 {
214 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
215         ALLMONSTERSOUNDS
216 #undef _MSOUND
217 }
218
219 .string GetMonsterSoundSampleField(string type)
220 {
221         GetMonsterSoundSampleField_notFound = 0;
222         switch(type)
223         {
224 #define _MSOUND(m) case #m: return monstersound_##m;
225                 ALLMONSTERSOUNDS
226 #undef _MSOUND
227         }
228         GetMonsterSoundSampleField_notFound = 1;
229         return string_null;
230 }
231
232 float LoadMonsterSounds(string f, float first)
233 {
234         float fh;
235         string s;
236         var .string field;
237         fh = fopen(f, FILE_READ);
238         if(fh < 0)
239         {
240                 dprint("Monster sound file not found: ", f, "\n");
241                 return 0;
242         }
243         while((s = fgets(fh)))
244         {
245                 if(tokenize_console(s) != 3)
246                         continue;
247                 field = GetMonsterSoundSampleField(argv(0));
248                 if(GetMonsterSoundSampleField_notFound)
249                         continue;
250                 if(self.field)
251                         strunzone(self.field);
252                 self.field = strzone(strcat(argv(1), " ", argv(2)));
253         }
254         fclose(fh);
255         return 1;
256 }
257
258 .float skin_for_monstersound;
259 void UpdateMonsterSounds()
260 {
261         entity mon = get_monsterinfo(self.monsterid);
262
263         if(self.skin == self.skin_for_monstersound)
264                 return;
265         self.skin_for_monstersound = self.skin;
266         ClearMonsterSounds();
267         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
268         if(!autocvar_g_debug_defaultsounds)
269         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
270                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
271 }
272
273 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
274 {
275         if(delaytoo && time < self.msound_delay)
276                 return; // too early
277         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
278
279         self.msound_delay = time + sound_delay;
280 }
281
282 void monster_makevectors(entity e)
283 {
284         vector v;
285
286         v = e.origin + (e.mins + e.maxs) * 0.5;
287         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
288         self.v_angle_x = -self.v_angle_x;
289
290         makevectors(self.v_angle);
291 }
292
293 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
294 {
295         float rdmg = damg * random();
296
297         if (self.health <= 0)
298                 return FALSE; // attacking while dead?!
299
300         if(dostop)
301         {
302                 self.velocity_x = 0;
303                 self.velocity_y = 0;
304                 self.state = MONSTER_STATE_ATTACK_MELEE;
305         }
306
307         self.frame = anim;
308
309         if(anim_finished != 0)
310                 self.attack_finished_single = time + anim_finished;
311
312         monster_makevectors(targ);
313
314         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
315
316         if(trace_ent.takedamage)
317                 Damage(trace_ent, self, self, rdmg * monster_skill, deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
318
319         return TRUE;
320 }
321
322 void Monster_CheckMinibossFlag ()
323 {
324         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
325                 return;
326
327         float chance = random() * 100;
328
329         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
330         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
331         {
332                 self.health += autocvar_g_monsters_miniboss_healthboost;
333                 self.effects |= EF_RED;
334                 if not(self.weapon)
335                         self.weapon = WEP_NEX;
336         }
337 }
338
339 float Monster_CanRespawn(entity ent)
340 {
341         other = ent;
342         if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
343         if(MUTATOR_CALLHOOK(MonsterRespawn))
344                 return TRUE; // enabled by a mutator
345
346         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
347                 return FALSE;
348
349         if not(autocvar_g_monsters_respawn)
350                 return FALSE;
351
352         return TRUE;
353 }
354
355 void Monster_Fade ()
356 {
357         if(Monster_CanRespawn(self))
358         {
359                 self.monster_respawned = TRUE;
360                 self.think = self.monster_spawnfunc;
361                 self.nextthink = time + self.respawntime;
362                 self.ltime = 0;
363                 self.deadflag = DEAD_RESPAWNING;
364                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
365                 {
366                         self.pos1 = self.origin;
367                         self.pos2 = self.angles;
368                 }
369                 self.event_damage = func_null;
370                 self.takedamage = DAMAGE_NO;
371                 setorigin(self, self.pos1);
372                 self.angles = self.pos2;
373                 self.health = self.max_health;
374                 setmodel(self, "null");
375         }
376         else
377                 SUB_SetFade(self, time + 3, 1);
378 }
379
380 float Monster_CanJump (vector vel)
381 {
382         if(self.state)
383                 return FALSE; // already attacking
384         if not(self.flags & FL_ONGROUND)
385                 return FALSE; // not on the ground
386         if(self.health <= 0)
387                 return FALSE; // called when dead?
388         if(time < self.attack_finished_single)
389                 return FALSE; // still attacking
390
391         vector old = self.velocity;
392
393         self.velocity = vel;
394         tracetoss(self, self);
395         self.velocity = old;
396         if (trace_ent != self.enemy)
397                 return FALSE;
398
399         return TRUE;
400 }
401
402 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
403 {
404         if(!Monster_CanJump(vel))
405                 return FALSE;
406
407         self.frame = anm;
408         self.state = MONSTER_STATE_ATTACK_LEAP;
409         self.touch = touchfunc;
410         self.origin_z += 1;
411         self.velocity = vel;
412         self.flags &= ~FL_ONGROUND;
413
414         self.attack_finished_single = time + anim_finished;
415
416         return TRUE;
417 }
418
419 void monster_checkattack(entity e, entity targ)
420 {
421         if(e == world)
422                 return;
423         if(targ == world)
424                 return;
425
426         if not(e.monster_attackfunc)
427                 return;
428
429         if(time < e.attack_finished_single)
430                 return;
431
432         if(vlen(targ.origin - e.origin) <= e.attack_range)
433         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
434         {
435                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
436                 return;
437         }
438
439         if(vlen(targ.origin - e.origin) > e.attack_range)
440         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
441         {
442                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
443                 return;
444         }
445 }
446
447 void monster_use ()
448 {
449         if not(self.enemy)
450         if(self.health > 0)
451         if(monster_isvalidtarget(activator, self))
452                 self.enemy = activator;
453 }
454
455 .float last_trace;
456 .float last_enemycheck; // for checking enemy
457 vector monster_pickmovetarget(entity targ)
458 {
459         // enemy is always preferred target
460         if(self.enemy)
461         {
462                 makevectors(self.angles);
463                 self.monster_movestate = MONSTER_MOVE_ENEMY;
464                 self.last_trace = time + 1.2;
465                 return self.enemy.origin;
466         }
467
468         switch(self.monster_moveflags)
469         {
470                 case MONSTER_MOVE_OWNER:
471                 {
472                         self.monster_movestate = MONSTER_MOVE_OWNER;
473                         self.last_trace = time + 0.3;
474                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
475                 }
476                 case MONSTER_MOVE_SPAWNLOC:
477                 {
478                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
479                         self.last_trace = time + 2;
480                         return self.pos1;
481                 }
482                 case MONSTER_MOVE_NOMOVE:
483                 {
484                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
485                         self.last_trace = time + 2;
486                         return self.origin;
487                 }
488                 default:
489                 case MONSTER_MOVE_WANDER:
490                 {
491                         vector pos;
492                         self.monster_movestate = MONSTER_MOVE_WANDER;
493                         self.last_trace = time + 2;
494
495                         self.angles_y = rint(random() * 500);
496                         makevectors(self.angles);
497                         pos = self.origin + v_forward * 600;
498
499                         if(self.flags & FL_FLY || self.flags & FL_SWIM)
500                         if(self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
501                         {
502                                 pos_z = random() * 200;
503                                 if(random() >= 0.5)
504                                         pos_z *= -1;
505                         }
506
507                         if(targ)
508                         {
509                                 self.last_trace = time + 0.5;
510                                 pos = targ.origin;
511                         }
512
513                         return pos;
514                 }
515         }
516 }
517
518 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
519 {
520         fixedmakevectors(self.angles);
521
522         if(self.target2)
523                 self.goalentity = find(world, targetname, self.target2);
524
525         entity targ;
526
527         if(self.frozen)
528         {
529                 self.revive_progress = bound(0, self.revive_progress + self.ticrate * self.revive_speed, 1);
530                 self.health = max(1, self.max_health * self.revive_progress);
531                 
532                 WaypointSprite_UpdateHealth(self.sprite, self.health);
533                 
534                 movelib_beak_simple(stopspeed);
535                 
536                 self.frame = manim_idle;
537                 
538                 self.enemy = world;
539                 self.nextthink = time + self.ticrate;
540
541                 if(self.revive_progress >= 1)
542                         Unfreeze(self); // wait for next think before attacking
543
544                 return; // no moving while frozen
545         }
546
547         if(self.flags & FL_SWIM)
548         {
549                 if(self.waterlevel < WATERLEVEL_WETFEET)
550                 {
551                         if(time >= self.last_trace)
552                         {
553                                 self.fish_wasdrowning = TRUE;
554                                 self.last_trace = time + 0.4;
555
556                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
557                                 self.angles = '90 90 0';
558                                 if(random() < 0.5)
559                                 {
560                                         self.velocity_y += random() * 50;
561                                         self.velocity_x -= random() * 50;
562                                 }
563                                 else
564                                 {
565                                         self.velocity_y -= random() * 50;
566                                         self.velocity_x += random() * 50;
567                                 }
568                                 self.velocity_z += random() * 150;
569                         }
570
571
572                         self.movetype = MOVETYPE_BOUNCE;
573                         //self.velocity_z = -200;
574
575                         return;
576                 }
577                 else if(self.fish_wasdrowning)
578                 {
579                         self.fish_wasdrowning = FALSE;
580                         self.angles_x = 0;
581                         self.movetype = MOVETYPE_WALK;
582                 }
583         }
584
585         targ = self.goalentity;
586
587         monster_target = targ;
588         monster_speed_run = runspeed;
589         monster_speed_walk = walkspeed;
590
591         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)
592         {
593                 runspeed = walkspeed = 0;
594                 if(time >= self.spawn_time)
595                         self.frame = manim_idle;
596                 movelib_beak_simple(stopspeed);
597                 return;
598         }
599
600         targ = monster_target;
601         runspeed = monster_speed_run;
602         walkspeed = monster_speed_walk;
603
604         if(teamplay)
605         if(autocvar_g_monsters_teams)
606         if(DIFF_TEAM(self.monster_owner, self))
607                 self.monster_owner = world;
608
609         if(self.enemy && self.enemy.health < 1)
610                 self.enemy = world; // enough!
611
612         if(time >= self.last_enemycheck)
613         {
614                 if not(monster_isvalidtarget(self.enemy, self))
615                         self.enemy = world;
616
617                 if not(self.enemy)
618                 {
619                         self.enemy = FindTarget(self);
620                         if(self.enemy)
621                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
622                 }
623
624                 self.last_enemycheck = time + 0.5;
625         }
626
627         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
628                 self.state = 0;
629
630         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
631         if(time >= self.last_trace || self.enemy) // update enemy instantly
632                 self.moveto = monster_pickmovetarget(targ);
633
634         if not(self.enemy)
635                 MonsterSound(monstersound_idle, 5, TRUE, CH_VOICE);
636
637         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
638                 self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
639
640         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
641         {
642                 self.state = 0;
643                 self.touch = MonsterTouch;
644         }
645
646         //self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
647
648         float turny = 0;
649         vector real_angle = vectoangles(self.steerto) - self.angles;
650
651         if(self.state != MONSTER_STATE_ATTACK_LEAP && self.state != MONSTER_STATE_ATTACK_MELEE)
652                 turny = 20;
653
654         if(self.flags & FL_SWIM)
655                 turny = vlen(self.angles - self.moveto);
656
657         if(turny)
658         {
659                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
660                 self.angles_y += turny;
661         }
662
663         if(self.state == MONSTER_STATE_ATTACK_MELEE)
664                 self.moveto = self.origin;
665
666         if(self.enemy && self.enemy.vehicle)
667                 runspeed = 0;
668
669         if(((self.flags & FL_FLY) || (self.flags & FL_SWIM)) && self.spawnflags & MONSTERFLAG_FLY_VERTICAL)
670                 v_forward = normalize(self.moveto - self.origin);
671         else
672                 self.moveto_z = self.origin_z;
673
674         if(vlen(self.origin - self.moveto) > 64)
675         {
676                 if(self.flags & FL_FLY || self.flags & FL_SWIM)
677                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
678                 else
679                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
680
681                 if(time > self.pain_finished)
682                 if(time > self.attack_finished_single)
683                 if(vlen(self.velocity) > 10)
684                         self.frame = ((self.enemy) ? manim_run : manim_walk);
685                 else
686                         self.frame = manim_idle;
687         }
688         else
689         {
690                 entity e = find(world, targetname, self.target2);
691                 if(e.target2)
692                         self.target2 = e.target2;
693                 else if(e.target)
694                         self.target2 = e.target;
695
696                 movelib_beak_simple(stopspeed);
697                 if(time > self.attack_finished_single)
698                 if(time > self.pain_finished)
699                 if (vlen(self.velocity) <= 30)
700                         self.frame = manim_idle;
701         }
702
703         monster_checkattack(self, self.enemy);
704 }
705
706 void monster_remove(entity mon)
707 {
708         if not(mon)
709                 return; // nothing to remove
710                 
711         pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
712                 
713         if(mon.weaponentity)
714                 remove(mon.weaponentity);
715                                         
716         if(mon.iceblock)
717                 remove(mon.iceblock);
718                                         
719         WaypointSprite_Kill(mon.sprite);
720                                         
721         remove(mon);
722 }
723
724 void monster_dead_think()
725 {
726         self.nextthink = time + self.ticrate;
727         
728         CSQCMODEL_AUTOUPDATE();
729
730         if(self.ltime != 0)
731         if(time >= self.ltime)
732         {
733                 Monster_Fade();
734                 return;
735         }
736 }
737
738 void monsters_setstatus()
739 {
740         self.stat_monsters_total = monsters_total;
741         self.stat_monsters_killed = monsters_killed;
742 }
743
744 void Monster_Appear()
745 {
746         self.enemy = activator;
747         self.spawnflags &= ~MONSTERFLAG_APPEAR;
748         self.monster_spawnfunc();
749 }
750
751 float Monster_CheckAppearFlags(entity ent)
752 {
753         if not(ent.spawnflags & MONSTERFLAG_APPEAR)
754                 return FALSE;
755
756         ent.think = func_null;
757         ent.nextthink = 0;
758         ent.use = Monster_Appear;
759         ent.flags = FL_MONSTER; // set so this monster can get butchered
760
761         return TRUE;
762 }
763
764 void monsters_reset()
765 {
766         setorigin(self, self.pos1);
767         self.angles = self.pos2;
768         
769         Unfreeze(self); // remove any icy remains
770
771         self.health = self.max_health;
772         self.velocity = '0 0 0';
773         self.enemy = world;
774         self.goalentity = world;
775         self.attack_finished_single = 0;
776         self.moveto = self.origin;
777 }
778
779 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
780 {
781         self.health -= damage;
782
783         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
784
785         if(self.health <= -100) // 100 health until gone?
786         {
787                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
788                 
789                 if(IS_CLIENT(self.realowner))
790                 if not(self.monster_respawned)
791                         self.realowner.monstercount -= 1;
792
793                 self.think = SUB_Remove;
794                 self.nextthink = time + 0.1;
795         }
796 }
797
798 void monster_die(entity attacker, float gibbed)
799 {
800         self.think = monster_dead_think;
801         self.nextthink = time;
802         self.ltime = time + 5;
803         
804         if ( self.frozen )
805         {
806                 Unfreeze(self); // remove any icy remains
807                 self.health = 0; // reset by Unfreeze
808         }
809         
810         monster_dropitem();
811
812         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
813
814         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
815                 monsters_killed += 1;
816                 
817         if(IS_PLAYER(attacker))
818         if( autocvar_g_monsters_score_spawned || 
819                         ( !(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned) )
820                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
821
822         if(!Monster_CanRespawn(self) || gibbed)
823         {
824                 // number of monsters spawned with mobspawn command
825                 totalspawned -= 1;
826                 
827                 if(IS_CLIENT(self.realowner))
828                 if not(self.monster_respawned)
829                         self.realowner.monstercount -= 1;
830         }
831
832         if(self.candrop && self.weapon)
833                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
834
835         self.event_damage       = monsters_corpse_damage;
836         self.solid                      = SOLID_CORPSE;
837         self.takedamage         = DAMAGE_AIM;
838         self.deadflag           = DEAD_DEAD;
839         self.enemy                      = world;
840         self.movetype           = MOVETYPE_TOSS;
841         self.moveto                     = self.origin;
842         self.touch                      = MonsterTouch; // reset incase monster was pouncing
843         self.reset                      = func_null;
844         self.state                      = 0;
845         self.attack_finished_single = 0;
846
847         if not(self.flags & FL_FLY)
848                 self.velocity = '0 0 0';
849
850         MON_ACTION(self.monsterid, MR_DEATH);
851 }
852
853 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
854 {
855         
856         if(self.frozen && deathtype != DEATH_KILL)
857                 return;
858
859         if(time < self.pain_finished && deathtype != DEATH_KILL)
860                 return;
861
862         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
863                 return;
864
865         vector v;
866         float take, save;
867
868         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
869         take = v_x;
870         save = v_y;
871
872         self.health -= take;
873         
874         WaypointSprite_UpdateHealth(self.sprite, self.health);
875
876         self.dmg_time = time;
877
878         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
879                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
880
881         self.velocity += force * self.damageforcescale;
882
883         if(deathtype != DEATH_DROWN)
884         {
885                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
886                 if (take > 50)
887                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
888                 if (take > 100)
889                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
890         }
891
892         if(self.health <= 0)
893         {
894                 if(deathtype == DEATH_KILL)
895                         self.candrop = FALSE; // killed by mobkill command
896
897                 // TODO: fix this?
898                 activator = attacker;
899                 other = self.enemy;
900                 SUB_UseTargets();
901                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
902
903                 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
904                 
905                 WaypointSprite_Kill(self.sprite);
906                 
907                 frag_attacker = attacker;
908                 frag_target = self;
909                 MUTATOR_CALLHOOK(MonsterDies);
910
911                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
912                 {
913                         Violence_GibSplash(self, 1, 0.5, attacker);
914
915                         self.think = SUB_Remove;
916                         self.nextthink = time + 0.1;
917                 }
918         }
919 }
920
921 void monster_think()
922 {
923         self.think = monster_think;
924         self.nextthink = self.ticrate;
925         
926         if(self.ltime)
927         if(time >= self.ltime)
928         {
929                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
930                 return;
931         }
932
933         MON_ACTION(self.monsterid, MR_THINK);
934         
935         CSQCMODEL_AUTOUPDATE();
936 }
937
938 void monster_spawn()
939 {
940         MON_ACTION(self.monsterid, MR_SETUP);
941
942         if not(self.monster_respawned)
943                 Monster_CheckMinibossFlag();
944
945         self.max_health = self.health;
946         self.pain_finished = self.nextthink;
947         
948         if(IS_PLAYER(self.monster_owner))
949                 self.effects |= EF_DIMLIGHT;
950
951         if not(self.monster_respawned)
952         if not(self.skin)
953                 self.skin = rint(random() * 4);
954
955         if not(self.attack_range)
956                 self.attack_range = autocvar_g_monsters_attack_range;
957         
958         precache_monstersounds();
959         UpdateMonsterSounds();
960
961         if(teamplay)
962                 self.monster_attack = TRUE; // we can have monster enemies in team games
963                 
964         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
965         
966         WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
967         WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
968         WaypointSprite_UpdateHealth(self.sprite, self.health);
969
970         self.think = monster_think;
971         self.nextthink = time + self.ticrate;
972
973         MUTATOR_CALLHOOK(MonsterSpawn);
974 }
975
976 float monster_initialize(float mon_id, float nodrop)
977 {
978         if not(autocvar_g_monsters)
979                 return FALSE;
980
981         entity mon = get_monsterinfo(mon_id);
982         
983         if(mon.spawnflags & MON_FLAG_MUTATORBLOCKED && !(self.spawnflags & MONSTERFLAG_SPAWNED))
984         {
985                 dprint("Attempted to spawn a mutator-blocked monster rejected");
986                 return FALSE;
987         }
988
989         // support for quake style removing monsters based on skill
990         if(monster_skill <= 1) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
991         if(monster_skill == 2) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
992         if(monster_skill >= 3) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
993
994         if(self.team && !teamplay)
995                 self.team = 0;
996
997         if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
998         if not(self.monster_respawned)
999                 monsters_total += 1;
1000
1001         setmodel(self, mon.model);
1002         setsize(self, mon.mins, mon.maxs);
1003         self.flags                              = FL_MONSTER;
1004         self.takedamage                 = DAMAGE_AIM;
1005         self.bot_attack                 = TRUE;
1006         self.iscreature                 = TRUE;
1007         self.teleportable               = TRUE;
1008         self.damagedbycontents  = TRUE;
1009         self.monsterid                  = mon_id;
1010         self.damageforcescale   = 0;
1011         self.event_damage               = monsters_damage;
1012         self.touch                              = MonsterTouch;
1013         self.use                                = monster_use;
1014         self.solid                              = SOLID_BBOX;
1015         self.movetype                   = MOVETYPE_WALK;
1016         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1017         self.enemy                              = world;
1018         self.velocity                   = '0 0 0';
1019         self.moveto                             = self.origin;
1020         self.pos1                               = self.origin;
1021         self.pos2                               = self.angles;
1022         self.reset                              = monsters_reset;
1023         self.netname                    = mon.netname;
1024         self.monster_name               = M_NAME(mon_id);
1025         self.candrop                    = TRUE;
1026         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1027         self.oldtarget2                 = self.target2;
1028         self.deadflag                   = DEAD_NO;
1029         self.scale                              = 1;
1030         self.noalign                    = nodrop;
1031         self.spawn_time                 = time;
1032         self.gravity                    = 1;
1033         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1034         
1035         if(autocvar_g_fullbrightplayers)
1036                 self.effects |= EF_FULLBRIGHT;
1037                 
1038         if(autocvar_g_nodepthtestplayers)
1039                 self.effects |= EF_NODEPTHTEST;
1040
1041         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1042                 self.flags |= FL_SWIM;
1043
1044         if(mon.spawnflags & MONSTER_TYPE_FLY)
1045         {
1046                 self.flags |= FL_FLY;
1047                 self.movetype = MOVETYPE_FLY;
1048         }
1049
1050         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1051                 self.scale = 1.3;
1052
1053         if not(self.ticrate)
1054                 self.ticrate = autocvar_g_monsters_think_delay;
1055
1056         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1057
1058         if not(self.m_armor_blockpercent)
1059                 self.m_armor_blockpercent = 0.5;
1060
1061         if not(self.target_range)
1062                 self.target_range = autocvar_g_monsters_target_range;
1063
1064         if not(self.respawntime)
1065                 self.respawntime = autocvar_g_monsters_respawn_delay;
1066
1067         if not(self.monster_moveflags)
1068                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1069                 
1070         if not(self.noalign)
1071         {
1072                 setorigin(self, self.origin + '0 0 20');
1073                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1074                 setorigin(self, trace_endpos);
1075         }
1076                 
1077         monster_spawn();
1078         
1079         CSQCMODEL_AUTOINIT();
1080
1081         return TRUE;
1082 }