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);
38 entity e = new(droppedweapon); // use weapon handling to remove it on touch
39 e.spawnfunc_checked = true;
41 e.monster_loot = this.monster_loot;
43 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44 e = M_ARGV(1, entity);
46 if(e && e.monster_loot)
49 StartItem(e, e.monster_loot);
51 set_movetype(e, MOVETYPE_TOSS);
54 e.velocity = randomvec() * 175 + '0 0 325';
55 e.item_spawnshieldtime = time + 0.7;
56 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
60 void monster_makevectors(entity this, entity targ)
64 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66 this.v_angle_x = -this.v_angle_x;
69 makevectors(this.v_angle);
76 bool Monster_ValidTarget(entity this, entity targ)
78 // ensure we're not checking nonexistent monster/target
79 if(!this || !targ) { return false; }
82 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84 || (time < game_starttime) // monsters do nothing before match has started
85 || (targ.takedamage == DAMAGE_NO)
86 || (targ.items & IT_INVISIBILITY)
87 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89 || (this.monster_follow == targ || targ.monster_follow == this)
90 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92 || (SAME_TEAM(targ, this))
93 || (STAT(FROZEN, targ))
94 || (targ.alpha != 0 && targ.alpha < 0.5)
95 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
98 // if any of the above checks fail, target is not valid
102 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
103 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
105 if(trace_fraction < 1 && trace_ent != targ)
106 return false; // solid
108 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
109 if(this.enemy != targ)
111 makevectors (this.angles);
112 float dot = normalize (targ.origin - this.origin) * v_forward;
114 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
117 return true; // this target is valid!
120 entity Monster_FindTarget(entity this)
122 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
124 entity closest_target = NULL;
125 vector my_center = CENTER_OR_VIEWOFS(this);
127 // find the closest acceptable target to pass to
128 IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
130 if(Monster_ValidTarget(this, it))
132 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
133 vector targ_center = CENTER_OR_VIEWOFS(it);
137 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
138 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
139 { closest_target = it; }
141 else { closest_target = it; }
145 return closest_target;
148 void monster_setupcolors(entity this)
150 if(IS_PLAYER(this.realowner))
151 this.colormap = this.realowner.colormap;
152 else if(teamplay && this.team)
153 this.colormap = 1024 + (this.team - 1) * 17;
156 if(this.monster_skill <= MONSTER_SKILL_EASY)
157 this.colormap = 1029;
158 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
159 this.colormap = 1027;
160 else if(this.monster_skill <= MONSTER_SKILL_HARD)
161 this.colormap = 1038;
162 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
163 this.colormap = 1028;
164 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
165 this.colormap = 1032;
167 this.colormap = 1024;
171 void monster_changeteam(entity this, int newteam)
173 if(!teamplay) { return; }
176 if(!this.monster_attack)
177 IL_PUSH(g_monster_targets, this);
178 this.monster_attack = true; // new team, activate attacking
179 monster_setupcolors(this);
183 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
185 this.sprite.team = newteam;
186 this.sprite.SendFlags |= 1;
190 .void(entity) monster_delayedfunc;
191 void Monster_Delay_Action(entity this)
193 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
198 setthink(this, Monster_Delay_Action);
199 this.nextthink = time + this.count;
203 setthink(this, SUB_Remove);
204 this.nextthink = time;
208 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
210 // deferred attacking, checks if monster is still alive and target is still valid before attacking
213 setthink(e, Monster_Delay_Action);
214 e.nextthink = time + defer_amnt;
215 e.count = defer_amnt;
217 e.monster_delayedfunc = func;
218 e.cnt = repeat_count;
226 string get_monster_model_datafilename(string m, float sk, string fil)
231 m = "models/monsters/*_";
233 m = strcat(m, ftos(sk));
236 return strcat(m, ".", fil);
239 void Monster_Sound_Precache(string f)
243 fh = fopen(f, FILE_READ);
246 while((s = fgets(fh)))
248 if(tokenize_console(s) != 3)
250 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
253 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
258 void Monster_Sounds_Precache(entity this)
260 string m = (Monsters_from(this.monsterid)).m_model.model_str();
261 float globhandle, n, i;
264 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
267 n = search_getsize(globhandle);
268 for (i = 0; i < n; ++i)
270 //print(search_getfilename(globhandle, i), "\n");
271 f = search_getfilename(globhandle, i);
272 Monster_Sound_Precache(f);
274 search_end(globhandle);
277 void Monster_Sounds_Clear(entity this)
279 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
284 .string Monster_Sound_SampleField(string type)
286 GetMonsterSoundSampleField_notFound = 0;
289 #define _MSOUND(m) case #m: return monstersound_##m;
293 GetMonsterSoundSampleField_notFound = 1;
297 bool Monster_Sounds_Load(entity this, string f, int first)
301 float fh = fopen(f, FILE_READ);
304 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
307 while((s = fgets(fh)))
309 if(tokenize_console(s) != 3)
311 field = Monster_Sound_SampleField(argv(0));
312 if(GetMonsterSoundSampleField_notFound)
315 strunzone(this.(field));
316 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
322 .int skin_for_monstersound;
323 void Monster_Sounds_Update(entity this)
325 if(this.skin == this.skin_for_monstersound) { return; }
327 this.skin_for_monstersound = this.skin;
328 Monster_Sounds_Clear(this);
329 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
330 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
333 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
335 if(!autocvar_g_monsters_sounds) { return; }
338 if(time < this.msound_delay)
340 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
342 this.msound_delay = time + sound_delay;
346 // =======================
347 // Monster attack handlers
348 // =======================
350 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
352 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
354 setanim(this, anim, false, true, false);
356 if(this.animstate_endtime > time && IS_MONSTER(this))
357 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
359 this.attack_finished_single[0] = this.anim_finished = time + animtime;
361 monster_makevectors(this, targ);
363 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
365 if(trace_ent.takedamage)
366 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
371 bool Monster_Attack_Leap_Check(entity this, vector vel)
373 if(this.state && IS_MONSTER(this))
374 return false; // already attacking
375 if(!IS_ONGROUND(this))
376 return false; // not on the ground
377 if(this.health <= 0 || IS_DEAD(this))
378 return false; // called when dead?
379 if(time < this.attack_finished_single[0])
380 return false; // still attacking
382 vector old = this.velocity;
385 tracetoss(this, this);
387 if(trace_ent != this.enemy)
393 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
395 if(!Monster_Attack_Leap_Check(this, vel))
398 setanim(this, anm, false, true, false);
400 if(this.animstate_endtime > time && IS_MONSTER(this))
401 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
403 this.attack_finished_single[0] = this.anim_finished = time + animtime;
406 this.state = MONSTER_ATTACK_RANGED;
407 settouch(this, touchfunc);
410 UNSET_ONGROUND(this);
415 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
417 int slot = weaponslot(weaponentity);
420 || (!this.monster_attackfunc)
421 || (time < this.attack_finished_single[slot])
424 if(vdist(targ.origin - this.origin, <=, this.attack_range))
426 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
427 if(attack_success == 1)
428 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
429 else if(attack_success > 0)
433 if(vdist(targ.origin - this.origin, >, this.attack_range))
435 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
436 if(attack_success == 1)
437 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
438 else if(attack_success > 0)
444 // ======================
445 // Main monster functions
446 // ======================
448 void Monster_UpdateModel(entity this)
450 // assume some defaults
451 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
452 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
453 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
454 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
455 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
456 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
457 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
458 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
459 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
460 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
462 // then get the real values
463 Monster mon = Monsters_from(this.monsterid);
464 mon.mr_anim(mon, this);
467 void Monster_Touch(entity this, entity toucher)
469 if(toucher == NULL) { return; }
471 if(toucher.monster_attack)
472 if(this.enemy != toucher)
473 if(!IS_MONSTER(toucher))
474 if(Monster_ValidTarget(this, toucher))
475 this.enemy = toucher;
478 void Monster_Miniboss_Check(entity this)
480 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
483 float chance = random() * 100;
485 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
486 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
488 this.health += autocvar_g_monsters_miniboss_healthboost;
489 this.effects |= EF_RED;
491 this.weapon = WEP_VORTEX.m_id;
495 bool Monster_Respawn_Check(entity this)
497 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
498 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
499 return true; // enabled by a mutator
501 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
504 if(!autocvar_g_monsters_respawn)
510 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
514 void Monster_Dead_Fade(entity this)
516 if(Monster_Respawn_Check(this))
518 this.spawnflags |= MONSTERFLAG_RESPAWNED;
519 setthink(this, Monster_Respawn);
520 this.nextthink = time + this.respawntime;
521 this.monster_lifetime = 0;
522 this.deadflag = DEAD_RESPAWNING;
523 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
525 this.pos1 = this.origin;
526 this.pos2 = this.angles;
528 this.event_damage = func_null;
529 this.takedamage = DAMAGE_NO;
530 setorigin(this, this.pos1);
531 this.angles = this.pos2;
532 this.health = this.max_health;
533 setmodel(this, MDL_Null);
537 // number of monsters spawned with mobspawn command
540 SUB_SetFade(this, time + 3, 1);
544 void Monster_Use(entity this, entity actor, entity trigger)
546 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
549 .float pass_distance;
550 vector Monster_Move_Target(entity this, entity targ)
552 // enemy is always preferred target
555 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
556 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
557 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
559 // cases where the enemy may have changed their state (don't need to check everything here)
561 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
562 || (STAT(FROZEN, this.enemy))
563 || (this.enemy.flags & FL_NOTARGET)
564 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
565 || (this.enemy.takedamage == DAMAGE_NO)
566 || (vdist(this.origin - targ_origin, >, this.target_range))
567 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
570 //this.pass_distance = 0;
575 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
576 print("Trace origin: ", vtos(targ_origin), "\n");
577 print("Target origin: ", vtos(this.enemy.origin), "\n");
578 print("My origin: ", vtos(this.origin), "\n"); */
580 this.monster_movestate = MONSTER_MOVE_ENEMY;
581 this.last_trace = time + 1.2;
582 if(this.monster_moveto)
583 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
588 /*makevectors(this.angles);
589 this.monster_movestate = MONSTER_MOVE_ENEMY;
590 this.last_trace = time + 1.2;
591 return this.enemy.origin; */
594 switch(this.monster_moveflags)
596 case MONSTER_MOVE_FOLLOW:
598 this.monster_movestate = MONSTER_MOVE_FOLLOW;
599 this.last_trace = time + 0.3;
600 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
602 case MONSTER_MOVE_SPAWNLOC:
604 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
605 this.last_trace = time + 2;
608 case MONSTER_MOVE_NOMOVE:
610 if(this.monster_moveto)
612 this.last_trace = time + 0.5;
613 return this.monster_moveto;
617 this.monster_movestate = MONSTER_MOVE_NOMOVE;
618 this.last_trace = time + 2;
623 case MONSTER_MOVE_WANDER:
626 this.monster_movestate = MONSTER_MOVE_WANDER;
628 if(this.monster_moveto)
630 this.last_trace = time + 0.5;
631 pos = this.monster_moveto;
635 this.last_trace = time + 0.5;
640 this.last_trace = time + this.wander_delay;
642 this.angles_y = rint(random() * 500);
643 makevectors(this.angles);
644 pos = this.origin + v_forward * this.wander_distance;
646 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
648 pos.z = random() * 200;
659 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
661 //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
662 //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
663 //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
664 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
668 if(current_height) // make sure we can actually do this arcing path
670 targpos = (to + ('0 0 1' * current_height));
671 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
672 if(trace_fraction < 1)
674 //print("normal arc line failed, trying to find new pos...");
675 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
676 targpos = (trace_endpos + '0 0 -10');
677 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
678 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
679 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
682 else { targpos = to; }
685 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
687 vector desired_direction = normalize(targpos - from);
688 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
689 else { this.velocity = (desired_direction * movespeed); }
691 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
692 //this.angles = vectoangles(this.velocity);
698 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
700 // update goal entity if lost
701 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
702 this.goalentity = find(NULL, targetname, this.target2);
704 if(STAT(FROZEN, this))
706 movelib_brake_simple(this, stpspeed);
707 setanim(this, this.anim_idle, true, false, false);
708 return; // no physics while frozen!
711 if(this.flags & FL_SWIM)
713 if(this.waterlevel < WATERLEVEL_WETFEET)
715 if(time >= this.last_trace)
717 this.last_trace = time + 0.4;
719 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
720 this.angles = '90 90 0';
723 this.velocity_y += random() * 50;
724 this.velocity_x -= random() * 50;
728 this.velocity_y -= random() * 50;
729 this.velocity_x += random() * 50;
731 this.velocity_z += random() * 150;
735 set_movetype(this, MOVETYPE_BOUNCE);
736 //this.velocity_z = -200;
740 else if(this.move_movetype == MOVETYPE_BOUNCE)
743 set_movetype(this, MOVETYPE_WALK);
747 entity targ = this.goalentity;
749 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
751 || this.draggedby != NULL
752 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
753 || time < game_starttime
754 || (autocvar_g_campaign && !campaign_bots_may_start)
755 || time < this.spawn_time)
757 runspeed = walkspeed = 0;
758 if(time >= this.spawn_time)
759 setanim(this, this.anim_idle, true, false, false);
760 movelib_brake_simple(this, stpspeed);
764 targ = M_ARGV(3, entity);
765 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
766 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
768 if(teamplay && autocvar_g_monsters_teams)
769 if(DIFF_TEAM(this.monster_follow, this))
770 this.monster_follow = NULL;
772 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
775 settouch(this, Monster_Touch);
778 if(this.state && time >= this.attack_finished_single[0])
779 this.state = 0; // attack is over
781 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
782 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
783 this.moveto = Monster_Move_Target(this, targ);
786 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
788 if(this.state == MONSTER_ATTACK_MELEE)
789 this.moveto = this.origin;
791 if(this.enemy && this.enemy.vehicle)
794 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
795 this.moveto_z = this.origin_z;
797 if(vdist(this.origin - this.moveto, >, 100))
799 bool do_run = (this.enemy || this.monster_moveto);
800 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
801 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
803 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
805 if(vdist(this.velocity, >, 10))
806 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
808 setanim(this, this.anim_idle, true, false, false);
812 entity e = this.goalentity; //find(NULL, targetname, this.target2);
813 if(e.target2 && e.target2 != "")
814 this.target2 = e.target2;
815 else if(e.target && e.target != "") // compatibility
816 this.target2 = e.target;
818 movelib_brake_simple(this, stpspeed);
819 if(time > this.anim_finished && time > this.pain_finished)
821 if(vdist(this.velocity, <=, 30))
822 setanim(this, this.anim_idle, true, false, false);
825 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
827 vector real_angle = vectoangles(this.steerto) - this.angles;
829 if(this.state == MONSTER_ATTACK_MELEE)
833 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
834 this.angles_y += turny;
838 void Monster_Remove(entity this)
841 return; // don't remove it?
843 if(!this) { return; }
845 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
846 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
848 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
850 .entity weaponentity = weaponentities[slot];
851 if(this.(weaponentity))
852 delete(this.(weaponentity));
854 if(this.iceblock) { delete(this.iceblock); }
855 WaypointSprite_Kill(this.sprite);
859 void Monster_Dead_Think(entity this)
861 this.nextthink = time + this.ticrate;
863 if(this.monster_lifetime != 0)
864 if(time >= this.monster_lifetime)
866 Monster_Dead_Fade(this);
871 void Monster_Appear(entity this, entity actor, entity trigger)
874 Monster_Spawn(this, false, this.monsterid);
877 bool Monster_Appear_Check(entity this, int monster_id)
879 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
882 setthink(this, func_null);
883 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
885 this.use = Monster_Appear;
886 this.flags = FL_MONSTER; // set so this monster can get butchered
891 void Monster_Reset(entity this)
893 setorigin(this, this.pos1);
894 this.angles = this.pos2;
896 Unfreeze(this); // remove any icy remains
898 this.health = this.max_health;
899 this.velocity = '0 0 0';
901 this.goalentity = NULL;
902 this.attack_finished_single[0] = 0;
903 this.moveto = this.origin;
906 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
908 this.health -= damage;
910 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
912 if(this.health <= -50) // 100 health until gone?
914 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
916 // number of monsters spawned with mobspawn command
919 setthink(this, SUB_Remove);
920 this.nextthink = time + 0.1;
921 this.event_damage = func_null;
925 void Monster_Dead(entity this, entity attacker, float gibbed)
927 setthink(this, Monster_Dead_Think);
928 this.nextthink = time;
929 this.monster_lifetime = time + 5;
931 if(STAT(FROZEN, this))
933 Unfreeze(this); // remove any icy remains
934 this.health = 0; // reset by Unfreeze
937 monster_dropitem(this, attacker);
939 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
941 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
942 monsters_killed += 1;
944 if(IS_PLAYER(attacker))
945 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
946 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
950 // number of monsters spawned with mobspawn command
954 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
955 _setmodel(this, this.mdl_dead);
957 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
958 this.solid = SOLID_CORPSE;
959 this.takedamage = DAMAGE_AIM;
960 this.deadflag = DEAD_DEAD;
962 set_movetype(this, MOVETYPE_TOSS);
963 this.moveto = this.origin;
964 settouch(this, Monster_Touch); // reset incase monster was pouncing
965 this.reset = func_null;
967 this.attack_finished_single[0] = 0;
970 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
971 this.velocity = '0 0 0';
973 CSQCModel_UnlinkEntity(this);
975 Monster mon = Monsters_from(this.monsterid);
976 mon.mr_death(mon, this);
978 if(this.candrop && this.weapon)
980 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
981 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
985 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
987 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
990 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
993 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
996 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
999 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1002 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1006 Monster mon = Monsters_from(this.monsterid);
1007 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1011 this.health -= take;
1012 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1016 WaypointSprite_UpdateHealth(this.sprite, this.health);
1018 this.dmg_time = time;
1020 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1021 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1023 this.velocity += force * this.damageforcescale;
1025 if(deathtype != DEATH_DROWN.m_id && take)
1027 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1029 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1031 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1034 if(this.health <= 0)
1036 if(deathtype == DEATH_KILL.m_id)
1037 this.candrop = false; // killed by mobkill command
1040 SUB_UseTargets(this, attacker, this.enemy);
1041 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1043 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1045 WaypointSprite_Kill(this.sprite);
1047 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1049 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1051 Violence_GibSplash(this, 1, 0.5, attacker);
1053 setthink(this, SUB_Remove);
1054 this.nextthink = time + 0.1;
1059 // don't check for enemies, just keep walking in a straight line
1060 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1062 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)
1065 if(time >= this.spawn_time)
1066 setanim(this, this.anim_idle, true, false, false);
1067 movelib_brake_simple(this, 0.6);
1071 makevectors(this.angles);
1072 vector a = CENTER_OR_VIEWOFS(this);
1073 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1075 traceline(a, b, MOVE_NORMAL, this);
1077 bool reverse = false;
1078 if(trace_fraction != 1.0)
1080 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1082 if(trace_ent && IS_MONSTER(trace_ent))
1085 // TODO: fix this... tracing is broken if the floor is thin
1090 traceline(b, a, MOVE_WORLDONLY, this);
1091 if(trace_fraction == 1.0)
1097 this.angles_y = anglemods(this.angles_y - 180);
1098 makevectors(this.angles);
1101 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1103 if(time > this.pain_finished && time > this.attack_finished_single[0])
1104 if(vdist(this.velocity, >, 10))
1105 setanim(this, this.anim_walk, true, false, false);
1107 setanim(this, this.anim_idle, true, false, false);
1110 void Monster_Anim(entity this)
1112 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1117 // Decide on which death animation to use.
1119 deadbits = ANIMSTATE_DEAD1;
1121 deadbits = ANIMSTATE_DEAD2;
1126 // Clear a previous death animation.
1129 int animbits = deadbits;
1130 if(STAT(FROZEN, this))
1131 animbits |= ANIMSTATE_FROZEN;
1133 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1134 animdecide_setstate(this, animbits, false);
1135 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1137 /* // weapon entities for monsters?
1138 if (this.weaponentity)
1140 updateanim(this.weaponentity);
1141 if (!this.weaponentity.animstate_override)
1142 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1147 void Monster_Frozen_Think(entity this)
1149 if(STAT(FROZEN, this) == 2)
1151 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
1152 this.health = max(1, this.revive_progress * this.max_health);
1153 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
1155 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1156 WaypointSprite_UpdateHealth(this.sprite, this.health);
1158 if(this.revive_progress >= 1)
1161 else if(STAT(FROZEN, this) == 3)
1163 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
1164 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
1166 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1167 WaypointSprite_UpdateHealth(this.sprite, this.health);
1173 if(this.event_damage)
1174 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
1177 else if ( this.revive_progress <= 0 )
1180 // otherwise, no revival!
1182 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1185 void Monster_Enemy_Check(entity this)
1189 this.enemy = Monster_FindTarget(this);
1192 WarpZone_RefSys_Copy(this.enemy, this);
1193 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1194 // update move target immediately?
1195 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1196 this.monster_moveto = '0 0 0';
1197 this.monster_face = '0 0 0';
1199 //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)));
1200 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1205 void Monster_Think(entity this)
1207 setthink(this, Monster_Think);
1208 this.nextthink = time + this.ticrate;
1210 if(this.monster_lifetime && time >= this.monster_lifetime)
1212 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1216 if(STAT(FROZEN, this))
1217 Monster_Frozen_Think(this);
1218 else if(time >= this.last_enemycheck)
1220 Monster_Enemy_Check(this);
1221 this.last_enemycheck = time + 1; // check for enemies every second
1224 Monster mon = Monsters_from(this.monsterid);
1225 if(mon.mr_think(mon, this))
1227 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1229 .entity weaponentity = weaponentities[0]; // TODO?
1230 Monster_Attack_Check(this, this.enemy, weaponentity);
1235 CSQCMODEL_AUTOUPDATE(this);
1238 bool Monster_Spawn_Setup(entity this)
1240 Monster mon = Monsters_from(this.monsterid);
1241 mon.mr_setup(mon, this);
1243 // ensure some basic needs are met
1244 if(!this.health) { this.health = 100; }
1245 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1246 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1247 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1248 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1249 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1250 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1252 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1254 Monster_Miniboss_Check(this);
1255 this.health *= MONSTER_SKILLMOD(this);
1258 this.skin = rint(random() * 4);
1261 this.max_health = this.health;
1262 this.pain_finished = this.nextthink;
1264 if(IS_PLAYER(this.monster_follow))
1265 this.effects |= EF_DIMLIGHT;
1267 if(!this.wander_delay) { this.wander_delay = 2; }
1268 if(!this.wander_distance) { this.wander_distance = 600; }
1270 Monster_Sounds_Precache(this);
1271 Monster_Sounds_Update(this);
1275 if(!this.monster_attack)
1276 IL_PUSH(g_monster_targets, this);
1277 this.monster_attack = true; // we can have monster enemies in team games
1280 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1282 if(autocvar_g_monsters_healthbars)
1284 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1285 wp.wp_extra = this.monsterid;
1286 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1287 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1289 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1290 WaypointSprite_UpdateHealth(this.sprite, this.health);
1294 setthink(this, Monster_Think);
1295 this.nextthink = time + this.ticrate;
1297 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1303 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1305 // setup the basic required properties for a monster
1306 entity mon = Monsters_from(mon_id);
1307 if(!mon.monsterid) { return false; } // invalid monster
1309 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1311 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1313 IL_PUSH(g_monsters, this);
1314 if(this.mdl && this.mdl != "")
1315 precache_model(this.mdl);
1316 if(this.mdl_dead && this.mdl_dead != "")
1317 precache_model(this.mdl_dead);
1320 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1322 if(!this.monster_skill)
1323 this.monster_skill = cvar("g_monsters_skill");
1325 // support for quake style removing monsters based on skill
1326 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1327 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1328 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1330 if(this.team && !teamplay)
1333 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1334 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1335 monsters_total += 1;
1337 if(this.mdl && this.mdl != "")
1338 _setmodel(this, this.mdl);
1340 setmodel(this, mon.m_model);
1342 this.flags = FL_MONSTER;
1343 this.classname = "monster";
1344 this.takedamage = DAMAGE_AIM;
1345 if(!this.bot_attack)
1346 IL_PUSH(g_bot_targets, this);
1347 this.bot_attack = true;
1348 this.iscreature = true;
1349 this.teleportable = true;
1350 if(!this.damagedbycontents)
1351 IL_PUSH(g_damagedbycontents, this);
1352 this.damagedbycontents = true;
1353 this.monsterid = mon_id;
1354 this.event_damage = Monster_Damage;
1355 settouch(this, Monster_Touch);
1356 this.use = Monster_Use;
1357 this.solid = SOLID_BBOX;
1358 set_movetype(this, MOVETYPE_WALK);
1359 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1361 this.velocity = '0 0 0';
1362 this.moveto = this.origin;
1363 this.pos1 = this.origin;
1364 this.pos2 = this.angles;
1365 this.reset = Monster_Reset;
1366 this.netname = mon.netname;
1367 this.monster_attackfunc = mon.monster_attackfunc;
1368 this.monster_name = mon.monster_name;
1369 this.candrop = true;
1370 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1371 this.oldtarget2 = this.target2;
1372 //this.pass_distance = 0;
1373 this.deadflag = DEAD_NO;
1374 this.spawn_time = time;
1376 this.monster_moveto = '0 0 0';
1377 this.monster_face = '0 0 0';
1378 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1380 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1381 if(!this.scale) { this.scale = 1; }
1382 if(autocvar_g_monsters_edit) { this.grab = 1; }
1383 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1384 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1385 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1387 if(autocvar_g_playerclip_collisions)
1388 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1390 if(mon.spawnflags & MONSTER_TYPE_FLY)
1392 this.flags |= FL_FLY;
1393 set_movetype(this, MOVETYPE_FLY);
1396 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1398 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1401 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1402 if(autocvar_g_monsters_quake_resize)
1406 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1408 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1410 Monster_UpdateModel(this);
1412 if(!Monster_Spawn_Setup(this))
1414 Monster_Remove(this);
1420 setorigin(this, this.origin + '0 0 20');
1421 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1422 setorigin(this, trace_endpos);
1425 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1426 monster_setupcolors(this);
1428 CSQCMODEL_AUTOINIT(this);