1 #include "sv_monsters.qh"
3 #include <lib/warpzone/common.qh>
4 #include "../constants.qh"
8 #include "../physics/movelib.qh"
9 #include "../weapons/_mod.qh"
10 #include <server/autocvars.qh>
11 #include <server/defs.qh>
12 #include "../deathtypes/all.qh"
13 #include <server/mutators/_mod.qh>
14 #include <server/steerlib.qh>
15 #include "../turrets/sv_turrets.qh"
16 #include "../turrets/util.qh"
17 #include "../vehicles/all.qh"
18 #include <server/campaign.qh>
19 #include <server/command/_mod.qh>
20 #include "../mapobjects/triggers.qh"
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/round_handler.qh>
23 #include <server/weapons/_mod.qh>
25 void monsters_setstatus(entity this)
27 STAT(MONSTERS_TOTAL, this) = monsters_total;
28 STAT(MONSTERS_KILLED, this) = monsters_killed;
31 void monster_dropitem(entity this, entity attacker)
33 if(!this.candrop || !this.monster_loot)
36 vector org = CENTER_OR_VIEWOFS(this);
38 Item_SetLoot(e, true);
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);
52 e.velocity = randomvec() * 175 + '0 0 325';
53 e.item_spawnshieldtime = time + 0.7;
54 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
58 bool monster_facing(entity this, entity targ)
60 // relies on target having an origin
61 makevectors(this.angles);
62 vector targ_org = targ.origin, my_org = this.origin;
63 if(autocvar_g_monsters_target_infront_2d)
65 targ_org = vec2(targ_org);
66 my_org = vec2(my_org);
68 float dot = normalize(targ_org - my_org) * v_forward;
70 return !(dot <= autocvar_g_monsters_target_infront_range);
73 void monster_makevectors(entity this, entity targ)
77 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
78 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
79 this.v_angle_x = -this.v_angle_x;
82 makevectors(this.v_angle);
89 bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
91 // ensure we're not checking nonexistent monster/target
92 if(!this || !targ) { return false; }
95 || (time < game_starttime) // monsters do nothing before match has started
96 || (targ.takedamage == DAMAGE_NO)
98 || (targ.items & IT_INVISIBILITY)
99 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
100 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
101 || (this.monster_follow == targ || targ.monster_follow == this)
102 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
103 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
104 || (IS_VEHICLE(targ) && !((REGISTRY_GET(Monsters, this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
105 || (SAME_TEAM(targ, this))
106 || (STAT(FROZEN, targ))
107 || (targ.alpha != 0 && targ.alpha < 0.5)
108 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
109 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
112 // if any of the above checks fail, target is not valid
116 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
117 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
119 if(trace_fraction < 1 && trace_ent != targ)
120 return false; // solid
122 if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
123 if(this.enemy != targ)
125 if(!monster_facing(this, targ))
129 return true; // this target is valid!
132 entity Monster_FindTarget(entity this)
134 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
136 entity closest_target = NULL;
137 vector my_center = CENTER_OR_VIEWOFS(this);
139 // find the closest acceptable target to pass to
140 IL_EACH(g_monster_targets, it.monster_attack,
142 float trange = this.target_range;
143 if(PHYS_INPUT_BUTTON_CROUCH(it))
144 trange *= 0.75; // TODO cvar this
145 vector theirmid = (it.absmin + it.absmax) * 0.5;
146 if(vdist(theirmid - this.origin, >, trange))
148 if(!Monster_ValidTarget(this, it, false))
151 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
152 vector targ_center = CENTER_OR_VIEWOFS(it);
156 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
157 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
158 { closest_target = it; }
160 else { closest_target = it; }
163 return closest_target;
166 void monster_setupcolors(entity this)
168 if(IS_PLAYER(this.realowner))
169 this.colormap = this.realowner.colormap;
170 else if(teamplay && this.team)
171 this.colormap = 1024 + (this.team - 1) * 17;
174 if(this.monster_skill <= MONSTER_SKILL_EASY)
175 this.colormap = 1126;
176 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
177 this.colormap = 1075;
178 else if(this.monster_skill <= MONSTER_SKILL_HARD)
179 this.colormap = 1228;
180 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
181 this.colormap = 1092;
182 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
183 this.colormap = 1160;
185 this.colormap = 1024;
188 if(this.colormap > 0)
189 this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
191 this.glowmod = '1 1 1';
194 void monster_changeteam(entity this, int newteam)
196 if(!teamplay) { return; }
199 if(!this.monster_attack)
200 IL_PUSH(g_monster_targets, this);
201 this.monster_attack = true; // new team, activate attacking
202 monster_setupcolors(this);
206 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
208 this.sprite.team = newteam;
209 this.sprite.SendFlags |= 1;
213 .void(entity) monster_delayedfunc;
214 void Monster_Delay_Action(entity this)
216 // TODO: maybe do check for facing here
217 if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
219 monster_makevectors(this.owner, this.owner.enemy);
220 this.monster_delayedfunc(this.owner);
226 setthink(this, Monster_Delay_Action);
227 this.nextthink = time + this.count;
231 setthink(this, SUB_Remove);
232 this.nextthink = time;
236 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
238 // deferred attacking, checks if monster is still alive and target is still valid before attacking
241 setthink(e, Monster_Delay_Action);
242 e.nextthink = time + defer_amnt;
243 e.count = defer_amnt;
245 e.monster_delayedfunc = func;
246 e.cnt = repeat_count;
254 string get_monster_model_datafilename(string m, float sk, string fil)
259 m = "models/monsters/*_";
261 m = strcat(m, ftos(sk));
264 return strcat(m, ".", fil);
267 void Monster_Sound_Precache(string f)
271 fh = fopen(f, FILE_READ);
274 while((s = fgets(fh)))
276 if(tokenize_console(s) != 3)
278 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
281 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
286 void Monster_Sounds_Precache(entity this)
288 string m = (REGISTRY_GET(Monsters, this.monsterid)).m_model.model_str();
289 float globhandle, n, i;
292 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
295 n = search_getsize(globhandle);
296 for (i = 0; i < n; ++i)
298 //print(search_getfilename(globhandle, i), "\n");
299 f = search_getfilename(globhandle, i);
300 Monster_Sound_Precache(f);
302 search_end(globhandle);
305 void Monster_Sounds_Clear(entity this)
307 #define _MSOUND(m) strfree(this.monstersound_##m);
312 .string Monster_Sound_SampleField(string type)
314 GetMonsterSoundSampleField_notFound = 0;
317 #define _MSOUND(m) case #m: return monstersound_##m;
321 GetMonsterSoundSampleField_notFound = 1;
325 bool Monster_Sounds_Load(entity this, string f, int first)
329 float fh = fopen(f, FILE_READ);
332 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
335 while((s = fgets(fh)))
337 if(tokenize_console(s) != 3)
339 field = Monster_Sound_SampleField(argv(0));
340 if(GetMonsterSoundSampleField_notFound)
342 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
348 .int skin_for_monstersound;
349 void Monster_Sounds_Update(entity this)
351 if(this.skin == this.skin_for_monstersound) { return; }
353 this.skin_for_monstersound = this.skin;
354 Monster_Sounds_Clear(this);
355 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
356 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
359 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
361 if(!autocvar_g_monsters_sounds) { return; }
364 if(time < this.msound_delay)
366 string sample = this.(samplefield);
367 if (sample != "") sample = GlobalSound_sample(sample, random());
368 float myscale = ((this.scale) ? this.scale : 1); // safety net
369 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
371 this.msound_delay = time + sound_delay;
375 // =======================
376 // Monster attack handlers
377 // =======================
379 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
381 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
383 setanim(this, anim, false, true, false);
385 if(this.animstate_endtime > time && IS_MONSTER(this))
386 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
388 this.attack_finished_single[0] = this.anim_finished = time + animtime;
390 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
392 if(trace_ent.takedamage)
393 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
398 bool Monster_Attack_Leap_Check(entity this, vector vel)
400 if(this.state && IS_MONSTER(this))
401 return false; // already attacking
402 if(!IS_ONGROUND(this))
403 return false; // not on the ground
404 if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
405 return false; // called when dead?
406 if(time < this.attack_finished_single[0])
407 return false; // still attacking
409 vector old = this.velocity;
412 tracetoss(this, this);
414 if(trace_ent != this.enemy)
420 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
422 if(!Monster_Attack_Leap_Check(this, vel))
425 setanim(this, anm, false, true, false);
427 if(this.animstate_endtime > time && IS_MONSTER(this))
428 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
430 this.attack_finished_single[0] = this.anim_finished = time + animtime;
433 this.state = MONSTER_ATTACK_RANGED;
434 settouch(this, touchfunc);
437 UNSET_ONGROUND(this);
442 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
444 int slot = weaponslot(weaponentity);
447 || (!this.monster_attackfunc)
448 || (time < this.attack_finished_single[slot])
449 || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
452 if(vdist(targ.origin - this.origin, <=, this.attack_range))
454 monster_makevectors(this, targ);
455 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
456 if(attack_success == 1)
457 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
458 else if(attack_success > 0)
462 if(vdist(targ.origin - this.origin, >, this.attack_range))
464 monster_makevectors(this, targ);
465 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
466 if(attack_success == 1)
467 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
468 else if(attack_success > 0)
474 // ======================
475 // Main monster functions
476 // ======================
478 void Monster_UpdateModel(entity this)
480 // assume some defaults
481 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
482 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
483 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
484 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
485 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
486 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
487 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
488 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
489 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
490 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
492 // then get the real values
493 Monster mon = REGISTRY_GET(Monsters, this.monsterid);
494 mon.mr_anim(mon, this);
497 void Monster_Touch(entity this, entity toucher)
499 if(!toucher) { return; }
501 if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
502 if(Monster_ValidTarget(this, toucher, true))
503 this.enemy = toucher;
506 void Monster_Miniboss_Check(entity this)
508 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
511 float chance = random() * 100;
513 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
514 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
516 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
517 this.effects |= EF_RED;
519 this.weapon = WEP_VORTEX.m_id;
523 bool Monster_Respawn_Check(entity this)
525 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
526 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
527 return true; // enabled by a mutator
529 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
532 if(!autocvar_g_monsters_respawn)
538 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
542 void Monster_Dead_Fade(entity this)
544 if(Monster_Respawn_Check(this))
546 this.spawnflags |= MONSTERFLAG_RESPAWNED;
547 setthink(this, Monster_Respawn);
548 this.nextthink = time + this.respawntime;
549 this.monster_lifetime = 0;
550 this.deadflag = DEAD_RESPAWNING;
551 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
553 this.pos1 = this.origin;
554 this.pos2 = this.angles;
556 this.event_damage = func_null;
557 this.event_heal = func_null;
558 this.takedamage = DAMAGE_NO;
559 setorigin(this, this.pos1);
560 this.angles = this.pos2;
561 SetResourceExplicit(this, RES_HEALTH, this.max_health);
562 setmodel(this, MDL_Null);
566 // number of monsters spawned with mobspawn command
569 SUB_SetFade(this, time + 3, 1);
573 void Monster_Use(entity this, entity actor, entity trigger)
575 if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
578 vector Monster_Move_Target(entity this, entity targ)
580 // enemy is always preferred target
583 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
584 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
585 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
587 // cases where the enemy may have changed their state (don't need to check everything here)
588 if( (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
589 || (STAT(FROZEN, this.enemy))
590 || (this.enemy.flags & FL_NOTARGET)
591 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
592 || (this.enemy.takedamage == DAMAGE_NO)
593 || (vdist(this.origin - targ_origin, >, this.target_range))
594 || ((trace_fraction < 1) && (trace_ent != this.enemy))
602 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
603 print("Trace origin: ", vtos(targ_origin), "\n");
604 print("Target origin: ", vtos(this.enemy.origin), "\n");
605 print("My origin: ", vtos(this.origin), "\n"); */
607 this.monster_movestate = MONSTER_MOVE_ENEMY;
608 this.last_trace = time + 1.2;
609 if(this.monster_moveto)
610 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
615 /*makevectors(this.angles);
616 this.monster_movestate = MONSTER_MOVE_ENEMY;
617 this.last_trace = time + 1.2;
618 return this.enemy.origin; */
621 switch(this.monster_moveflags)
623 case MONSTER_MOVE_FOLLOW:
625 this.monster_movestate = MONSTER_MOVE_FOLLOW;
626 this.last_trace = time + 0.3;
627 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
629 case MONSTER_MOVE_SPAWNLOC:
631 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
632 this.last_trace = time + 2;
635 case MONSTER_MOVE_NOMOVE:
637 if(this.monster_moveto)
639 this.last_trace = time + 0.5;
640 return this.monster_moveto;
644 this.monster_movestate = MONSTER_MOVE_NOMOVE;
645 this.last_trace = time + 2;
650 case MONSTER_MOVE_WANDER:
653 this.monster_movestate = MONSTER_MOVE_WANDER;
655 if(this.monster_moveto)
657 this.last_trace = time + 0.5;
658 pos = this.monster_moveto;
662 this.last_trace = time + 0.5;
667 this.last_trace = time + this.wander_delay;
669 this.angles_y = rint(random() * 500);
670 makevectors(this.angles);
671 pos = this.origin + v_forward * this.wander_distance;
673 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
675 pos.z = random() * 200;
688 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
690 // update goal entity if lost
691 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
692 this.goalentity = find(NULL, targetname, this.target2);
694 if(STAT(FROZEN, this))
696 movelib_brake_simple(this, stpspeed);
697 setanim(this, this.anim_idle, true, false, false);
698 return; // no physics while frozen!
701 if(this.flags & FL_SWIM)
703 if(this.waterlevel < WATERLEVEL_WETFEET)
705 if(time >= this.last_trace)
707 this.last_trace = time + 0.4;
709 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
710 this.angles = '90 90 0';
713 this.velocity_y += random() * 50;
714 this.velocity_x -= random() * 50;
718 this.velocity_y -= random() * 50;
719 this.velocity_x += random() * 50;
721 this.velocity_z += random() * 150;
725 set_movetype(this, MOVETYPE_BOUNCE);
726 //this.velocity_z = -200;
730 else if(this.move_movetype == MOVETYPE_BOUNCE)
733 set_movetype(this, MOVETYPE_WALK);
737 entity targ = this.goalentity;
739 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
741 || this.draggedby != NULL
742 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
743 || time < game_starttime
744 || (autocvar_g_campaign && !campaign_bots_may_start)
745 || time < this.spawn_time)
747 runspeed = walkspeed = 0;
748 if(time >= this.spawn_time)
749 setanim(this, this.anim_idle, true, false, false);
750 movelib_brake_simple(this, stpspeed);
754 targ = M_ARGV(3, entity);
755 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
756 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
758 if(teamplay && autocvar_g_monsters_teams)
759 if(DIFF_TEAM(this.monster_follow, this))
760 this.monster_follow = NULL;
762 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
765 settouch(this, Monster_Touch);
768 if(this.state && time >= this.attack_finished_single[0])
769 this.state = 0; // attack is over
771 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
772 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
773 this.moveto = Monster_Move_Target(this, targ);
776 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
778 if(this.state == MONSTER_ATTACK_MELEE)
779 this.moveto = this.origin;
781 if(this.enemy && this.enemy.vehicle)
784 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
785 this.moveto_z = this.origin_z;
787 fixedmakevectors(this.angles);
788 float vz = this.velocity_z;
790 if(!turret_closetotarget(this, this.moveto, 16))
792 bool do_run = (this.enemy || this.monster_moveto);
793 movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
795 if(time > this.pain_finished && time > this.anim_finished)
798 if(vdist(this.velocity, >, 10))
799 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
801 setanim(this, this.anim_idle, true, false, false);
806 entity e = this.goalentity; //find(NULL, targetname, this.target2);
807 if(e.target2 && e.target2 != "")
808 this.target2 = e.target2;
809 else if(e.target && e.target != "") // compatibility
810 this.target2 = e.target;
812 movelib_brake_simple(this, stpspeed);
813 if(time > this.anim_finished && time > this.pain_finished)
815 if(vdist(this.velocity, <=, 30))
816 setanim(this, this.anim_idle, true, false, false);
819 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
820 this.velocity_z = vz;
822 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
824 vector real_angle = vectoangles(this.steerto) - this.angles;
826 if(this.state == MONSTER_ATTACK_MELEE)
830 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
831 this.angles_y += turny;
835 void Monster_Remove(entity this)
838 return; // don't remove it?
840 if(!this) { return; }
842 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
843 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
845 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
847 .entity weaponentity = weaponentities[slot];
848 if(this.(weaponentity))
849 delete(this.(weaponentity));
851 if(this.iceblock) { delete(this.iceblock); }
852 WaypointSprite_Kill(this.sprite);
856 void Monster_Dead_Think(entity this)
858 this.nextthink = time + this.ticrate;
860 Monster mon = Monsters_from(this.monsterid);
861 mon.mr_deadthink(mon, this);
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, false); // remove any icy remains
898 SetResourceExplicit(this, RES_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, .entity weaponentity, vector hitloc, vector force)
908 TakeResource(this, RES_HEALTH, damage);
910 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
912 if(GetResource(this, RES_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))
932 Unfreeze(this, false); // remove any icy remains
934 monster_dropitem(this, attacker);
936 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
938 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
939 monsters_killed += 1;
941 if(IS_PLAYER(attacker))
942 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
943 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
947 // number of monsters spawned with mobspawn command
951 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
952 _setmodel(this, this.mdl_dead);
954 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
955 this.event_heal = func_null;
956 this.solid = SOLID_CORPSE;
957 this.takedamage = DAMAGE_AIM;
958 this.deadflag = DEAD_DEAD;
960 set_movetype(this, MOVETYPE_TOSS);
961 this.moveto = this.origin;
962 settouch(this, Monster_Touch); // reset incase monster was pouncing
963 this.reset = func_null;
965 this.attack_finished_single[0] = 0;
967 this.dphitcontentsmask &= ~DPCONTENTS_BODY;
969 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
970 this.velocity = '0 0 0';
972 CSQCModel_UnlinkEntity(this);
974 Monster mon = REGISTRY_GET(Monsters, this.monsterid);
975 mon.mr_death(mon, this);
977 if(this.candrop && this.weapon)
979 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
980 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
984 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
986 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
989 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
992 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
995 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
998 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1001 vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1005 Monster mon = REGISTRY_GET(Monsters, this.monsterid);
1006 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1010 TakeResource(this, RES_HEALTH, take);
1011 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1015 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1017 this.dmg_time = time;
1019 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1020 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1022 this.velocity += force * this.damageforcescale;
1024 if(deathtype != DEATH_DROWN.m_id && take)
1026 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1028 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1030 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1033 if(GetResource(this, RES_HEALTH) <= 0)
1035 if(deathtype == DEATH_KILL.m_id)
1036 this.candrop = false; // killed by mobkill command
1039 SUB_UseTargets(this, attacker, this.enemy);
1040 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1042 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1044 WaypointSprite_Kill(this.sprite);
1046 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1048 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1050 Violence_GibSplash(this, 1, 0.5, attacker);
1052 setthink(this, SUB_Remove);
1053 this.nextthink = time + 0.1;
1058 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1060 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1061 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1064 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1066 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1070 // don't check for enemies, just keep walking in a straight line
1071 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1073 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)
1076 if(time >= this.spawn_time)
1077 setanim(this, this.anim_idle, true, false, false);
1078 movelib_brake_simple(this, 0.6);
1082 makevectors(this.angles);
1083 vector a = CENTER_OR_VIEWOFS(this);
1084 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1086 traceline(a, b, MOVE_NORMAL, this);
1088 bool reverse = false;
1089 if(trace_fraction != 1.0)
1091 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1093 if(trace_ent && IS_MONSTER(trace_ent))
1096 if(!allow_jumpoff && IS_ONGROUND(this))
1098 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1099 if(trace_fraction == 1.0)
1105 this.angles_y = anglemods(this.angles_y - 180);
1106 makevectors(this.angles);
1109 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1111 if(time > this.pain_finished && time > this.attack_finished_single[0])
1113 if(vdist(this.velocity, >, 10))
1114 setanim(this, this.anim_walk, true, false, false);
1116 setanim(this, this.anim_idle, true, false, false);
1120 void Monster_Anim(entity this)
1122 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1127 // Decide on which death animation to use.
1129 deadbits = ANIMSTATE_DEAD1;
1131 deadbits = ANIMSTATE_DEAD2;
1136 // Clear a previous death animation.
1139 int animbits = deadbits;
1140 if(STAT(FROZEN, this))
1141 animbits |= ANIMSTATE_FROZEN;
1143 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1144 animdecide_setstate(this, animbits, false);
1145 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1147 /* // weapon entities for monsters?
1148 if (this.weaponentity)
1150 updateanim(this.weaponentity);
1151 if (!this.weaponentity.animstate_override)
1152 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1157 void Monster_Frozen_Think(entity this)
1159 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1161 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1162 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1164 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1166 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1167 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1169 if(STAT(REVIVE_PROGRESS, this) >= 1)
1170 Unfreeze(this, false);
1172 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1174 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1175 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1177 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1178 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1180 if(GetResource(this, RES_HEALTH) < 1)
1182 Unfreeze(this, false);
1183 if(this.event_damage)
1184 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1186 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1187 Unfreeze(this, false);
1189 // otherwise, no revival!
1191 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1194 void Monster_Enemy_Check(entity this)
1199 this.enemy = Monster_FindTarget(this);
1202 WarpZone_RefSys_Copy(this.enemy, this);
1203 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1204 // update move target immediately?
1205 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1206 this.monster_moveto = '0 0 0';
1207 this.monster_face = '0 0 0';
1209 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1213 void Monster_Think(entity this)
1215 setthink(this, Monster_Think);
1216 this.nextthink = time + this.ticrate;
1218 if(this.monster_lifetime && time >= this.monster_lifetime)
1220 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1224 if(STAT(FROZEN, this))
1225 Monster_Frozen_Think(this);
1226 else if(time >= this.last_enemycheck)
1228 Monster_Enemy_Check(this);
1229 this.last_enemycheck = time + 1; // check for enemies every second
1232 Monster mon = REGISTRY_GET(Monsters, this.monsterid);
1233 if(mon.mr_think(mon, this))
1235 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1237 .entity weaponentity = weaponentities[0]; // TODO?
1238 Monster_Attack_Check(this, this.enemy, weaponentity);
1243 CSQCMODEL_AUTOUPDATE(this);
1246 bool Monster_Spawn_Setup(entity this)
1248 Monster mon = REGISTRY_GET(Monsters, this.monsterid);
1249 mon.mr_setup(mon, this);
1251 // ensure some basic needs are met
1252 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1253 if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1254 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1255 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1256 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1257 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1258 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1260 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1262 Monster_Miniboss_Check(this);
1263 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1266 this.skin = rint(random() * 4);
1269 this.max_health = GetResource(this, RES_HEALTH);
1270 this.pain_finished = this.nextthink;
1271 this.last_enemycheck = this.spawn_time + random(); // slight delay
1273 if(IS_PLAYER(this.monster_follow))
1274 this.effects |= EF_DIMLIGHT;
1276 if(!this.wander_delay) { this.wander_delay = 2; }
1277 if(!this.wander_distance) { this.wander_distance = 600; }
1279 Monster_Sounds_Precache(this);
1280 Monster_Sounds_Update(this);
1284 if(!this.monster_attack)
1285 IL_PUSH(g_monster_targets, this);
1286 this.monster_attack = true; // we can have monster enemies in team games
1289 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1291 if(autocvar_g_monsters_healthbars)
1293 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1294 wp.wp_extra = this.monsterid;
1295 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1296 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1298 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1299 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1303 setthink(this, Monster_Think);
1304 this.nextthink = time + this.ticrate;
1306 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1312 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1314 // setup the basic required properties for a monster
1315 entity mon = REGISTRY_GET(Monsters, mon_id);
1316 if(!mon.monsterid) { return false; } // invalid monster
1318 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1320 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1322 IL_PUSH(g_monsters, this);
1323 if(this.mdl && this.mdl != "")
1324 precache_model(this.mdl);
1325 if(this.mdl_dead && this.mdl_dead != "")
1326 precache_model(this.mdl_dead);
1329 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1331 if(!this.monster_skill)
1332 this.monster_skill = cvar("g_monsters_skill");
1334 // support for quake style removing monsters based on skill
1335 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1336 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1337 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1339 if(this.team && !teamplay)
1342 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1343 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1344 monsters_total += 1;
1346 if(this.mdl && this.mdl != "")
1347 _setmodel(this, this.mdl);
1349 setmodel(this, mon.m_model);
1351 if(!this.monster_name || this.monster_name == "")
1352 this.monster_name = mon.monster_name;
1354 this.flags = FL_MONSTER;
1355 this.classname = "monster";
1356 this.takedamage = DAMAGE_AIM;
1357 if(!this.bot_attack)
1358 IL_PUSH(g_bot_targets, this);
1359 this.bot_attack = true;
1360 this.iscreature = true;
1361 this.teleportable = true;
1362 if(!this.damagedbycontents)
1363 IL_PUSH(g_damagedbycontents, this);
1364 this.damagedbycontents = true;
1365 this.monsterid = mon_id;
1366 this.event_damage = Monster_Damage;
1367 this.event_heal = Monster_Heal;
1368 settouch(this, Monster_Touch);
1369 this.use = Monster_Use;
1370 this.solid = SOLID_BBOX;
1371 set_movetype(this, MOVETYPE_WALK);
1372 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1374 this.velocity = '0 0 0';
1375 this.moveto = this.origin;
1376 this.pos1 = this.origin;
1377 this.pos2 = this.angles;
1378 this.reset = Monster_Reset;
1379 this.netname = mon.netname;
1380 this.monster_attackfunc = mon.monster_attackfunc;
1381 this.candrop = true;
1382 this.oldtarget2 = this.target2;
1383 this.deadflag = DEAD_NO;
1384 this.spawn_time = time;
1386 this.monster_moveto = '0 0 0';
1387 this.monster_face = '0 0 0';
1388 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1390 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1391 if(!this.scale) { this.scale = 1; }
1392 if(autocvar_g_monsters_edit) { this.grab = 1; }
1393 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1394 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1395 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1397 if(autocvar_g_monsters_playerclip_collisions)
1398 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1400 if(mon.spawnflags & MONSTER_TYPE_FLY)
1402 this.flags |= FL_FLY;
1403 set_movetype(this, MOVETYPE_FLY);
1406 if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1409 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1410 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1412 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1414 Monster_UpdateModel(this);
1416 if(!Monster_Spawn_Setup(this))
1418 Monster_Remove(this);
1424 setorigin(this, this.origin + '0 0 20');
1425 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1426 setorigin(this, trace_endpos);
1429 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1430 monster_setupcolors(this);
1432 CSQCMODEL_AUTOINIT(this);