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 void monster_makevectors(entity this, entity targ)
62 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
63 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
64 this.v_angle_x = -this.v_angle_x;
67 makevectors(this.v_angle);
74 bool Monster_ValidTarget(entity this, entity targ)
76 // ensure we're not checking nonexistent monster/target
77 if(!this || !targ) { return false; }
80 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
81 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
82 || (time < game_starttime) // monsters do nothing before match has started
83 || (targ.takedamage == DAMAGE_NO)
85 || (targ.items & IT_INVISIBILITY)
86 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
87 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
88 || (this.monster_follow == targ || targ.monster_follow == this)
89 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
90 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
91 || (SAME_TEAM(targ, this))
92 || (STAT(FROZEN, targ))
93 || (targ.alpha != 0 && targ.alpha < 0.5)
94 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
97 // if any of the above checks fail, target is not valid
101 vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
102 traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1 && trace_ent != targ)
105 return false; // solid
107 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108 if(this.enemy != targ)
110 makevectors (this.angles);
111 float dot = normalize (targ.origin - this.origin) * v_forward;
113 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116 return true; // this target is valid!
119 entity Monster_FindTarget(entity this)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123 entity closest_target = NULL;
124 vector my_center = CENTER_OR_VIEWOFS(this);
126 // find the closest acceptable target to pass to
127 IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
129 if(Monster_ValidTarget(this, it))
131 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132 vector targ_center = CENTER_OR_VIEWOFS(it);
136 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138 { closest_target = it; }
140 else { closest_target = it; }
144 return closest_target;
147 void monster_setupcolors(entity this)
149 if(IS_PLAYER(this.realowner))
150 this.colormap = this.realowner.colormap;
151 else if(teamplay && this.team)
152 this.colormap = 1024 + (this.team - 1) * 17;
155 if(this.monster_skill <= MONSTER_SKILL_EASY)
156 this.colormap = 1029;
157 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158 this.colormap = 1027;
159 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160 this.colormap = 1038;
161 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162 this.colormap = 1028;
163 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164 this.colormap = 1032;
166 this.colormap = 1024;
170 void monster_changeteam(entity this, int newteam)
172 if(!teamplay) { return; }
175 if(!this.monster_attack)
176 IL_PUSH(g_monster_targets, this);
177 this.monster_attack = true; // new team, activate attacking
178 monster_setupcolors(this);
182 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
184 this.sprite.team = newteam;
185 this.sprite.SendFlags |= 1;
189 .void(entity) monster_delayedfunc;
190 void Monster_Delay_Action(entity this)
192 if(Monster_ValidTarget(this.owner, this.owner.enemy))
194 monster_makevectors(this.owner, this.owner.enemy);
195 this.monster_delayedfunc(this.owner);
201 setthink(this, Monster_Delay_Action);
202 this.nextthink = time + this.count;
206 setthink(this, SUB_Remove);
207 this.nextthink = time;
211 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
213 // deferred attacking, checks if monster is still alive and target is still valid before attacking
216 setthink(e, Monster_Delay_Action);
217 e.nextthink = time + defer_amnt;
218 e.count = defer_amnt;
220 e.monster_delayedfunc = func;
221 e.cnt = repeat_count;
229 string get_monster_model_datafilename(string m, float sk, string fil)
234 m = "models/monsters/*_";
236 m = strcat(m, ftos(sk));
239 return strcat(m, ".", fil);
242 void Monster_Sound_Precache(string f)
246 fh = fopen(f, FILE_READ);
249 while((s = fgets(fh)))
251 if(tokenize_console(s) != 3)
253 //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
256 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
261 void Monster_Sounds_Precache(entity this)
263 string m = (Monsters_from(this.monsterid)).m_model.model_str();
264 float globhandle, n, i;
267 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
270 n = search_getsize(globhandle);
271 for (i = 0; i < n; ++i)
273 //print(search_getfilename(globhandle, i), "\n");
274 f = search_getfilename(globhandle, i);
275 Monster_Sound_Precache(f);
277 search_end(globhandle);
280 void Monster_Sounds_Clear(entity this)
282 #define _MSOUND(m) strfree(this.monstersound_##m);
287 .string Monster_Sound_SampleField(string type)
289 GetMonsterSoundSampleField_notFound = 0;
292 #define _MSOUND(m) case #m: return monstersound_##m;
296 GetMonsterSoundSampleField_notFound = 1;
300 bool Monster_Sounds_Load(entity this, string f, int first)
304 float fh = fopen(f, FILE_READ);
307 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
310 while((s = fgets(fh)))
312 if(tokenize_console(s) != 3)
314 field = Monster_Sound_SampleField(argv(0));
315 if(GetMonsterSoundSampleField_notFound)
317 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
323 .int skin_for_monstersound;
324 void Monster_Sounds_Update(entity this)
326 if(this.skin == this.skin_for_monstersound) { return; }
328 this.skin_for_monstersound = this.skin;
329 Monster_Sounds_Clear(this);
330 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
331 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
334 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
336 if(!autocvar_g_monsters_sounds) { return; }
339 if(time < this.msound_delay)
341 string sample = this.(samplefield);
342 if (sample != "") sample = GlobalSound_sample(sample, random());
343 float myscale = ((this.scale) ? this.scale : 1); // safety net
344 // TODO: change volume depending on size too?
345 sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
347 this.msound_delay = time + sound_delay;
351 // =======================
352 // Monster attack handlers
353 // =======================
355 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
357 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
359 setanim(this, anim, false, true, false);
361 if(this.animstate_endtime > time && IS_MONSTER(this))
362 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
364 this.attack_finished_single[0] = this.anim_finished = time + animtime;
366 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
368 if(trace_ent.takedamage)
369 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
374 bool Monster_Attack_Leap_Check(entity this, vector vel)
376 if(this.state && IS_MONSTER(this))
377 return false; // already attacking
378 if(!IS_ONGROUND(this))
379 return false; // not on the ground
380 if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
381 return false; // called when dead?
382 if(time < this.attack_finished_single[0])
383 return false; // still attacking
385 vector old = this.velocity;
388 tracetoss(this, this);
390 if(trace_ent != this.enemy)
396 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
398 if(!Monster_Attack_Leap_Check(this, vel))
401 setanim(this, anm, false, true, false);
403 if(this.animstate_endtime > time && IS_MONSTER(this))
404 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
406 this.attack_finished_single[0] = this.anim_finished = time + animtime;
409 this.state = MONSTER_ATTACK_RANGED;
410 settouch(this, touchfunc);
413 UNSET_ONGROUND(this);
418 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
420 int slot = weaponslot(weaponentity);
423 || (!this.monster_attackfunc)
424 || (time < this.attack_finished_single[slot])
427 if(vdist(targ.origin - this.origin, <=, this.attack_range))
429 monster_makevectors(this, targ);
430 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
431 if(attack_success == 1)
432 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
433 else if(attack_success > 0)
437 if(vdist(targ.origin - this.origin, >, this.attack_range))
439 monster_makevectors(this, targ);
440 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
441 if(attack_success == 1)
442 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
443 else if(attack_success > 0)
449 // ======================
450 // Main monster functions
451 // ======================
453 void Monster_UpdateModel(entity this)
455 // assume some defaults
456 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
457 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
458 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
459 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
460 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
461 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
462 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
463 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
464 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
465 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
467 // then get the real values
468 Monster mon = Monsters_from(this.monsterid);
469 mon.mr_anim(mon, this);
472 void Monster_Touch(entity this, entity toucher)
474 if(toucher == NULL) { return; }
476 if(toucher.monster_attack)
477 if(this.enemy != toucher)
478 if(!IS_MONSTER(toucher))
479 if(Monster_ValidTarget(this, toucher))
480 this.enemy = toucher;
483 void Monster_Miniboss_Check(entity this)
485 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
488 float chance = random() * 100;
490 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
491 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
493 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
494 this.effects |= EF_RED;
496 this.weapon = WEP_VORTEX.m_id;
500 bool Monster_Respawn_Check(entity this)
502 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
503 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
504 return true; // enabled by a mutator
506 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
509 if(!autocvar_g_monsters_respawn)
515 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
519 void Monster_Dead_Fade(entity this)
521 if(Monster_Respawn_Check(this))
523 this.spawnflags |= MONSTERFLAG_RESPAWNED;
524 setthink(this, Monster_Respawn);
525 this.nextthink = time + this.respawntime;
526 this.monster_lifetime = 0;
527 this.deadflag = DEAD_RESPAWNING;
528 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
530 this.pos1 = this.origin;
531 this.pos2 = this.angles;
533 this.event_damage = func_null;
534 this.event_heal = func_null;
535 this.takedamage = DAMAGE_NO;
536 setorigin(this, this.pos1);
537 this.angles = this.pos2;
538 SetResourceExplicit(this, RES_HEALTH, this.max_health);
539 setmodel(this, MDL_Null);
543 // number of monsters spawned with mobspawn command
546 SUB_SetFade(this, time + 3, 1);
550 void Monster_Use(entity this, entity actor, entity trigger)
552 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
555 .float pass_distance;
556 vector Monster_Move_Target(entity this, entity targ)
558 // enemy is always preferred target
561 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
562 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
563 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
565 // cases where the enemy may have changed their state (don't need to check everything here)
567 || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
568 || (STAT(FROZEN, this.enemy))
569 || (this.enemy.flags & FL_NOTARGET)
570 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
571 || (this.enemy.takedamage == DAMAGE_NO)
572 || (vdist(this.origin - targ_origin, >, this.target_range))
573 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
576 //this.pass_distance = 0;
581 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
582 print("Trace origin: ", vtos(targ_origin), "\n");
583 print("Target origin: ", vtos(this.enemy.origin), "\n");
584 print("My origin: ", vtos(this.origin), "\n"); */
586 this.monster_movestate = MONSTER_MOVE_ENEMY;
587 this.last_trace = time + 1.2;
588 if(this.monster_moveto)
589 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
594 /*makevectors(this.angles);
595 this.monster_movestate = MONSTER_MOVE_ENEMY;
596 this.last_trace = time + 1.2;
597 return this.enemy.origin; */
600 switch(this.monster_moveflags)
602 case MONSTER_MOVE_FOLLOW:
604 this.monster_movestate = MONSTER_MOVE_FOLLOW;
605 this.last_trace = time + 0.3;
606 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
608 case MONSTER_MOVE_SPAWNLOC:
610 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
611 this.last_trace = time + 2;
614 case MONSTER_MOVE_NOMOVE:
616 if(this.monster_moveto)
618 this.last_trace = time + 0.5;
619 return this.monster_moveto;
623 this.monster_movestate = MONSTER_MOVE_NOMOVE;
624 this.last_trace = time + 2;
629 case MONSTER_MOVE_WANDER:
632 this.monster_movestate = MONSTER_MOVE_WANDER;
634 if(this.monster_moveto)
636 this.last_trace = time + 0.5;
637 pos = this.monster_moveto;
641 this.last_trace = time + 0.5;
646 this.last_trace = time + this.wander_delay;
648 this.angles_y = rint(random() * 500);
649 makevectors(this.angles);
650 pos = this.origin + v_forward * this.wander_distance;
652 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
654 pos.z = random() * 200;
665 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
667 //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
668 //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
669 //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
670 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
674 if(current_height) // make sure we can actually do this arcing path
676 targpos = (to + ('0 0 1' * current_height));
677 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
678 if(trace_fraction < 1)
680 //print("normal arc line failed, trying to find new pos...");
681 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
682 targpos = (trace_endpos + '0 0 -10');
683 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
684 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
685 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
688 else { targpos = to; }
691 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
693 vector desired_direction = normalize(targpos - from);
694 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
695 else { this.velocity = (desired_direction * movespeed); }
697 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
698 //this.angles = vectoangles(this.velocity);
703 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
705 // update goal entity if lost
706 if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
707 this.goalentity = find(NULL, targetname, this.target2);
709 if(STAT(FROZEN, this))
711 movelib_brake_simple(this, stpspeed);
712 setanim(this, this.anim_idle, true, false, false);
713 return; // no physics while frozen!
716 if(this.flags & FL_SWIM)
718 if(this.waterlevel < WATERLEVEL_WETFEET)
720 if(time >= this.last_trace)
722 this.last_trace = time + 0.4;
724 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
725 this.angles = '90 90 0';
728 this.velocity_y += random() * 50;
729 this.velocity_x -= random() * 50;
733 this.velocity_y -= random() * 50;
734 this.velocity_x += random() * 50;
736 this.velocity_z += random() * 150;
740 set_movetype(this, MOVETYPE_BOUNCE);
741 //this.velocity_z = -200;
745 else if(this.move_movetype == MOVETYPE_BOUNCE)
748 set_movetype(this, MOVETYPE_WALK);
752 entity targ = this.goalentity;
754 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
756 || this.draggedby != NULL
757 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
758 || time < game_starttime
759 || (autocvar_g_campaign && !campaign_bots_may_start)
760 || time < this.spawn_time)
762 runspeed = walkspeed = 0;
763 if(time >= this.spawn_time)
764 setanim(this, this.anim_idle, true, false, false);
765 movelib_brake_simple(this, stpspeed);
769 targ = M_ARGV(3, entity);
770 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
771 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
773 if(teamplay && autocvar_g_monsters_teams)
774 if(DIFF_TEAM(this.monster_follow, this))
775 this.monster_follow = NULL;
777 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
780 settouch(this, Monster_Touch);
783 if(this.state && time >= this.attack_finished_single[0])
784 this.state = 0; // attack is over
786 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
787 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
788 this.moveto = Monster_Move_Target(this, targ);
791 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
793 if(this.state == MONSTER_ATTACK_MELEE)
794 this.moveto = this.origin;
796 if(this.enemy && this.enemy.vehicle)
799 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
800 this.moveto_z = this.origin_z;
802 if(vdist(this.origin - this.moveto, >, 100))
804 bool do_run = (this.enemy || this.monster_moveto);
805 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
806 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
808 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
811 if(vdist(this.velocity, >, 10))
812 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
814 setanim(this, this.anim_idle, true, false, false);
819 entity e = this.goalentity; //find(NULL, targetname, this.target2);
820 if(e.target2 && e.target2 != "")
821 this.target2 = e.target2;
822 else if(e.target && e.target != "") // compatibility
823 this.target2 = e.target;
825 movelib_brake_simple(this, stpspeed);
826 if(time > this.anim_finished && time > this.pain_finished)
828 if(vdist(this.velocity, <=, 30))
829 setanim(this, this.anim_idle, true, false, false);
832 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
834 vector real_angle = vectoangles(this.steerto) - this.angles;
836 if(this.state == MONSTER_ATTACK_MELEE)
840 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
841 this.angles_y += turny;
845 void Monster_Remove(entity this)
848 return; // don't remove it?
850 if(!this) { return; }
852 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
853 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
855 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
857 .entity weaponentity = weaponentities[slot];
858 if(this.(weaponentity))
859 delete(this.(weaponentity));
861 if(this.iceblock) { delete(this.iceblock); }
862 WaypointSprite_Kill(this.sprite);
866 void Monster_Dead_Think(entity this)
868 this.nextthink = time + this.ticrate;
870 if(this.monster_lifetime != 0)
871 if(time >= this.monster_lifetime)
873 Monster_Dead_Fade(this);
878 void Monster_Appear(entity this, entity actor, entity trigger)
881 Monster_Spawn(this, false, this.monsterid);
884 bool Monster_Appear_Check(entity this, int monster_id)
886 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
889 setthink(this, func_null);
890 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
892 this.use = Monster_Appear;
893 this.flags = FL_MONSTER; // set so this monster can get butchered
898 void Monster_Reset(entity this)
900 setorigin(this, this.pos1);
901 this.angles = this.pos2;
903 Unfreeze(this, false); // remove any icy remains
905 SetResourceExplicit(this, RES_HEALTH, this.max_health);
906 this.velocity = '0 0 0';
908 this.goalentity = NULL;
909 this.attack_finished_single[0] = 0;
910 this.moveto = this.origin;
913 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
915 TakeResource(this, RES_HEALTH, damage);
917 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
919 if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
921 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
923 // number of monsters spawned with mobspawn command
926 setthink(this, SUB_Remove);
927 this.nextthink = time + 0.1;
928 this.event_damage = func_null;
932 void Monster_Dead(entity this, entity attacker, float gibbed)
934 setthink(this, Monster_Dead_Think);
935 this.nextthink = time;
936 this.monster_lifetime = time + 5;
938 if(STAT(FROZEN, this))
939 Unfreeze(this, false); // remove any icy remains
941 monster_dropitem(this, attacker);
943 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
945 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
946 monsters_killed += 1;
948 if(IS_PLAYER(attacker))
949 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
950 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
954 // number of monsters spawned with mobspawn command
958 if(!gibbed && this.mdl_dead && this.mdl_dead != "")
959 _setmodel(this, this.mdl_dead);
961 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
962 this.event_heal = func_null;
963 this.solid = SOLID_CORPSE;
964 this.takedamage = DAMAGE_AIM;
965 this.deadflag = DEAD_DEAD;
967 set_movetype(this, MOVETYPE_TOSS);
968 this.moveto = this.origin;
969 settouch(this, Monster_Touch); // reset incase monster was pouncing
970 this.reset = func_null;
972 this.attack_finished_single[0] = 0;
975 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
976 this.velocity = '0 0 0';
978 CSQCModel_UnlinkEntity(this);
980 Monster mon = Monsters_from(this.monsterid);
981 mon.mr_death(mon, this);
983 if(this.candrop && this.weapon)
985 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
986 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
990 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
992 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
995 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
998 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1001 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1004 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1007 vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1011 Monster mon = Monsters_from(this.monsterid);
1012 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1016 TakeResource(this, RES_HEALTH, take);
1017 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1021 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1023 this.dmg_time = time;
1025 if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1026 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1028 this.velocity += force * this.damageforcescale;
1030 if(deathtype != DEATH_DROWN.m_id && take)
1032 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1034 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1036 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1039 if(GetResource(this, RES_HEALTH) <= 0)
1041 if(deathtype == DEATH_KILL.m_id)
1042 this.candrop = false; // killed by mobkill command
1045 SUB_UseTargets(this, attacker, this.enemy);
1046 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1048 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1050 WaypointSprite_Kill(this.sprite);
1052 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1054 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1056 Violence_GibSplash(this, 1, 0.5, attacker);
1058 setthink(this, SUB_Remove);
1059 this.nextthink = time + 0.1;
1064 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1066 float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1067 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1070 GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1072 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1076 // don't check for enemies, just keep walking in a straight line
1077 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1079 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)
1082 if(time >= this.spawn_time)
1083 setanim(this, this.anim_idle, true, false, false);
1084 movelib_brake_simple(this, 0.6);
1088 makevectors(this.angles);
1089 vector a = CENTER_OR_VIEWOFS(this);
1090 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1092 traceline(a, b, MOVE_NORMAL, this);
1094 bool reverse = false;
1095 if(trace_fraction != 1.0)
1097 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1099 if(trace_ent && IS_MONSTER(trace_ent))
1102 if(!allow_jumpoff && IS_ONGROUND(this))
1104 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1105 if(trace_fraction == 1.0)
1111 this.angles_y = anglemods(this.angles_y - 180);
1112 makevectors(this.angles);
1115 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1117 if(time > this.pain_finished && time > this.attack_finished_single[0])
1119 if(vdist(this.velocity, >, 10))
1120 setanim(this, this.anim_walk, true, false, false);
1122 setanim(this, this.anim_idle, true, false, false);
1126 void Monster_Anim(entity this)
1128 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1133 // Decide on which death animation to use.
1135 deadbits = ANIMSTATE_DEAD1;
1137 deadbits = ANIMSTATE_DEAD2;
1142 // Clear a previous death animation.
1145 int animbits = deadbits;
1146 if(STAT(FROZEN, this))
1147 animbits |= ANIMSTATE_FROZEN;
1149 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1150 animdecide_setstate(this, animbits, false);
1151 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1153 /* // weapon entities for monsters?
1154 if (this.weaponentity)
1156 updateanim(this.weaponentity);
1157 if (!this.weaponentity.animstate_override)
1158 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1163 void Monster_Frozen_Think(entity this)
1165 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1167 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1168 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1169 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1171 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1172 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1174 if(STAT(REVIVE_PROGRESS, this) >= 1)
1175 Unfreeze(this, false);
1177 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1179 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1180 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1182 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1183 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1185 if(GetResource(this, RES_HEALTH) < 1)
1187 Unfreeze(this, false);
1188 if(this.event_damage)
1189 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1191 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1192 Unfreeze(this, false);
1194 // otherwise, no revival!
1196 this.enemy = NULL; // TODO: save enemy, and attack when revived?
1199 void Monster_Enemy_Check(entity this)
1203 this.enemy = Monster_FindTarget(this);
1206 WarpZone_RefSys_Copy(this.enemy, this);
1207 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1208 // update move target immediately?
1209 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1210 this.monster_moveto = '0 0 0';
1211 this.monster_face = '0 0 0';
1213 //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)));
1214 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1219 void Monster_Think(entity this)
1221 setthink(this, Monster_Think);
1222 this.nextthink = time + this.ticrate;
1224 if(this.monster_lifetime && time >= this.monster_lifetime)
1226 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1230 if(STAT(FROZEN, this))
1231 Monster_Frozen_Think(this);
1232 else if(time >= this.last_enemycheck)
1234 Monster_Enemy_Check(this);
1235 this.last_enemycheck = time + 1; // check for enemies every second
1238 Monster mon = Monsters_from(this.monsterid);
1239 if(mon.mr_think(mon, this))
1241 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1243 .entity weaponentity = weaponentities[0]; // TODO?
1244 Monster_Attack_Check(this, this.enemy, weaponentity);
1249 CSQCMODEL_AUTOUPDATE(this);
1252 bool Monster_Spawn_Setup(entity this)
1254 Monster mon = Monsters_from(this.monsterid);
1255 mon.mr_setup(mon, this);
1257 // ensure some basic needs are met
1258 if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1259 if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1260 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1261 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1262 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1263 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1264 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1266 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1268 Monster_Miniboss_Check(this);
1269 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1272 this.skin = rint(random() * 4);
1275 this.max_health = GetResource(this, RES_HEALTH);
1276 this.pain_finished = this.nextthink;
1278 if(IS_PLAYER(this.monster_follow))
1279 this.effects |= EF_DIMLIGHT;
1281 if(!this.wander_delay) { this.wander_delay = 2; }
1282 if(!this.wander_distance) { this.wander_distance = 600; }
1284 Monster_Sounds_Precache(this);
1285 Monster_Sounds_Update(this);
1289 if(!this.monster_attack)
1290 IL_PUSH(g_monster_targets, this);
1291 this.monster_attack = true; // we can have monster enemies in team games
1294 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1296 if(autocvar_g_monsters_healthbars)
1298 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1299 wp.wp_extra = this.monsterid;
1300 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1301 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1303 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1304 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1308 setthink(this, Monster_Think);
1309 this.nextthink = time + this.ticrate;
1311 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1317 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1319 // setup the basic required properties for a monster
1320 entity mon = Monsters_from(mon_id);
1321 if(!mon.monsterid) { return false; } // invalid monster
1323 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1325 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1327 IL_PUSH(g_monsters, this);
1328 if(this.mdl && this.mdl != "")
1329 precache_model(this.mdl);
1330 if(this.mdl_dead && this.mdl_dead != "")
1331 precache_model(this.mdl_dead);
1334 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1336 if(!this.monster_skill)
1337 this.monster_skill = cvar("g_monsters_skill");
1339 // support for quake style removing monsters based on skill
1340 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1341 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1342 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1344 if(this.team && !teamplay)
1347 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1348 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1349 monsters_total += 1;
1351 if(this.mdl && this.mdl != "")
1352 _setmodel(this, this.mdl);
1354 setmodel(this, mon.m_model);
1356 this.flags = FL_MONSTER;
1357 this.classname = "monster";
1358 this.takedamage = DAMAGE_AIM;
1359 if(!this.bot_attack)
1360 IL_PUSH(g_bot_targets, this);
1361 this.bot_attack = true;
1362 this.iscreature = true;
1363 this.teleportable = true;
1364 if(!this.damagedbycontents)
1365 IL_PUSH(g_damagedbycontents, this);
1366 this.damagedbycontents = true;
1367 this.monsterid = mon_id;
1368 this.event_damage = Monster_Damage;
1369 this.event_heal = Monster_Heal;
1370 settouch(this, Monster_Touch);
1371 this.use = Monster_Use;
1372 this.solid = SOLID_BBOX;
1373 set_movetype(this, MOVETYPE_WALK);
1374 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1376 this.velocity = '0 0 0';
1377 this.moveto = this.origin;
1378 this.pos1 = this.origin;
1379 this.pos2 = this.angles;
1380 this.reset = Monster_Reset;
1381 this.netname = mon.netname;
1382 this.monster_attackfunc = mon.monster_attackfunc;
1383 this.monster_name = mon.monster_name;
1384 this.candrop = true;
1385 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1386 this.oldtarget2 = this.target2;
1387 //this.pass_distance = 0;
1388 this.deadflag = DEAD_NO;
1389 this.spawn_time = time;
1391 this.monster_moveto = '0 0 0';
1392 this.monster_face = '0 0 0';
1393 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1395 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1396 if(!this.scale) { this.scale = 1; }
1397 if(autocvar_g_monsters_edit) { this.grab = 1; }
1398 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1399 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1400 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1402 if(autocvar_g_playerclip_collisions)
1403 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1405 if(mon.spawnflags & MONSTER_TYPE_FLY)
1407 this.flags |= FL_FLY;
1408 set_movetype(this, MOVETYPE_FLY);
1411 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1413 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1416 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1417 if(autocvar_g_monsters_quake_resize)
1421 setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1423 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1425 Monster_UpdateModel(this);
1427 if(!Monster_Spawn_Setup(this))
1429 Monster_Remove(this);
1435 setorigin(this, this.origin + '0 0 20');
1436 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1437 setorigin(this, trace_endpos);
1440 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1441 monster_setupcolors(this);
1443 CSQCMODEL_AUTOINIT(this);