1 // TODO: clean up this file?
5 if(self && other.classname == STR_PLAYER && other.deadflag == DEAD_NO)
8 self.think = SUB_Remove;
9 self.nextthink = time + 0.1;
13 void Monster_DropItem (string itype, string itemsize)
16 return; // someone didnt want an item...
17 vector backuporigin = self.origin + ((self.mins + self.maxs) * 0.5);
25 if(itemsize == "large") spawnfunc_item_armor_large();
26 else if (itemsize == "small") spawnfunc_item_armor_small();
27 else if (itemsize == "medium") spawnfunc_item_armor_medium();
28 else print("Invalid monster drop item selected.\n");
30 else if (itype == "health")
32 if(itemsize == "large") spawnfunc_item_health_large();
33 else if (itemsize == "small") spawnfunc_item_health_small();
34 else if (itemsize == "medium") spawnfunc_item_health_medium();
35 else if (itemsize == "mega") spawnfunc_item_health_mega();
36 else print("Invalid monster drop item selected.\n");
38 else if (itype == "ammo")
40 if(itemsize == "shells") spawnfunc_item_shells();
41 else if (itemsize == "cells") spawnfunc_item_cells();
42 else if (itemsize == "bullets") spawnfunc_item_bullets();
43 else if (itemsize == "rockets") spawnfunc_item_rockets();
44 else print("Invalid monster drop item selected.\n");
47 self.velocity = randomvec() * 175 + '0 0 325';
50 self.origin = backuporigin;
52 self.touch = M_Item_Touch;
54 SUB_SetFade(self, time + 5, 1);
59 float monster_isvalidtarget (entity targ, entity ent, float neutral)
62 return FALSE; // this check should fix a crash
64 if(targ.vehicle_flags & VHF_ISVEHICLE)
67 if(time < game_starttime)
68 return FALSE; // monsters do nothing before the match has started
70 traceline(ent.origin, targ.origin, FALSE, ent);
72 if(vlen(targ.origin - ent.origin) >= 2000)
73 return FALSE; // enemy is too far away
76 return FALSE; // we can't see the enemy
79 return TRUE; // we come in peace!
81 if(targ.takedamage == DAMAGE_NO)
82 return FALSE; // enemy can't be damaged
84 if(targ.items & IT_INVISIBILITY)
85 return FALSE; // enemy is invisible
87 if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
88 return FALSE; // enemy is a spectator
90 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
91 return FALSE; // enemy/self is dead
93 if(targ.monster_owner == ent || ent.monster_owner == targ)
94 return FALSE; // enemy owns us, or we own them
96 if(targ.flags & FL_NOTARGET)
97 return FALSE; // enemy can't be targetted
99 if not(autocvar_g_monsters_typefrag)
101 return FALSE; // no typefragging!
104 if(targ.team == ent.team)
105 return FALSE; // enemy is on our team
115 if(self.enemy != other)
116 if not(other.flags & FL_MONSTER)
117 if(monster_isvalidtarget(other, self, FALSE))
121 void monster_melee (entity targ, float damg, float er, float deathtype)
123 float bigdmg = 0, rdmg = damg * random();
125 if (self.health <= 0)
130 if (vlen(self.origin - targ.origin) > er * self.scale)
133 bigdmg = rdmg * self.scale;
135 if(random() < 0.01) // critical hit ftw
138 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
141 void Monster_CheckDropCvars (string mon)
146 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
147 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
149 monster_dropitem = dropitem;
150 monster_dropsize = dropsize;
151 MUTATOR_CALLHOOK(MonsterDropItem);
152 dropitem = monster_dropitem;
153 dropsize = monster_dropsize;
155 if(autocvar_g_monsters_forcedrop)
156 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
157 else if(dropitem != "")
158 Monster_DropItem(dropitem, dropsize);
160 Monster_DropItem("armor", "medium");
163 void ScaleMonster (float scle)
165 // this should prevent monster from falling through floor when scale changes
167 setorigin(self, self.origin + ('0 0 30' * scle));
170 void Monster_CheckMinibossFlag ()
172 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
175 float healthboost = autocvar_g_monsters_miniboss_healthboost;
176 float r = random() * 4;
178 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
179 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (random() * 100 < autocvar_g_monsters_miniboss_chance))
181 if (r < 2 || self.team == COLOR_TEAM2)
183 self.strength_finished = -1;
184 healthboost *= monster_skill;
185 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
187 else if (r >= 1 || self.team == COLOR_TEAM1)
189 self.invincible_finished = -1;
190 healthboost *= bound(0.5, monster_skill, 1.5);
191 self.effects |= (EF_FULLBRIGHT | EF_RED);
193 self.health += healthboost;
196 self.flags |= MONSTERFLAG_MINIBOSS;
197 if(teamplay && autocvar_g_monsters_teams)
201 self.colormod_x = random();
202 self.colormod_y = random();
203 self.colormod_z = random();
204 self.colormod = normalize(self.colormod);
206 while (self.colormod_x > 0.6 && self.colormod_y > 0.6 && self.colormod_z > 0.6);
212 if not(self.spawnflags & MONSTERFLAG_NORESPAWN)
213 if(autocvar_g_monsters_respawn)
215 self.monster_respawned = TRUE;
217 self.think = self.monster_spawnfunc;
218 self.nextthink = time + autocvar_g_monsters_respawn_delay;
219 setorigin(self, self.pos1);
220 self.angles = self.pos2;
224 self.think = SUB_Remove;
225 self.nextthink = time + 4;
226 SUB_SetFade(self, time + 3, 1);
229 float Monster_CanJump (vector vel)
231 local vector old = self.velocity;
234 tracetoss(self, self);
236 if (trace_ent != self.enemy)
242 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
244 if not(self.flags & FL_ONGROUND)
247 return FALSE; // called when dead?
248 if not(Monster_CanJump(vel))
252 self.state = MONSTER_STATE_ATTACK_LEAP;
253 self.touch = touchfunc;
256 if (self.flags & FL_ONGROUND)
257 self.flags -= FL_ONGROUND;
259 self.attack_finished_single = time + anim_finished;
264 float GenericCheckAttack ()
266 // checking attack while dead?
267 if (self.health <= 0 || self.enemy == world)
270 if(self.monster_delayedattack && self.delay != -1)
272 if(time < self.delay)
275 self.monster_delayedattack();
278 if (time < self.attack_finished_single)
281 if (enemy_range() > 2000) // long traces are slow
284 if(self.attack_melee)
285 if(enemy_range() <= 100 * self.scale)
287 self.attack_melee(); // don't wait for nextthink - too slow
291 // monster doesn't have a ranged attack function, so stop here
292 if(!self.attack_ranged)
295 // see if any entities are in the way of the shot
296 if (!findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
299 self.attack_ranged(); // don't wait for nextthink - too slow
307 if (self.health <= 0)
310 if(!monster_isvalidtarget(activator, self, -1))
313 self.enemy = activator;
316 float trace_path(vector from, vector to)
318 vector dir = normalize(to - from) * 15, offset = '0 0 0';
319 float trace1 = trace_fraction;
323 traceline (from+offset, to+offset, TRUE, self);
325 traceline(from-offset, to-offset, TRUE, self);
327 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
330 vector monster_pickmovetarget(entity targ)
332 // enemy is always preferred target
335 self.monster_movestate = MONSTER_MOVE_ENEMY;
336 return self.enemy.origin;
339 switch(self.monster_moveflags)
341 case MONSTER_MOVE_OWNER:
343 self.monster_movestate = MONSTER_MOVE_OWNER;
344 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
345 return self.monster_owner.origin;
347 case MONSTER_MOVE_WANDER:
349 self.monster_movestate = MONSTER_MOVE_WANDER;
353 self.angles_y = random() * 500;
354 makevectors(self.angles);
355 return self.origin + v_forward * 600;
357 case MONSTER_MOVE_SPAWNLOC:
359 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
363 case MONSTER_MOVE_NOMOVE:
365 self.monster_movestate = MONSTER_MOVE_NOMOVE;
372 .float breath_checks;
373 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
376 self.goalentity = find(world, targetname, self.target);
378 float l = vlen(self.moveto - self.origin);
379 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
380 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
381 entity targ = self.goalentity;
385 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
386 self.health = max(1, self.revive_progress * self.max_health);
390 WaypointSprite_UpdateHealth(self.sprite, self.health);
393 self.velocity = '0 0 0';
395 if(self.revive_progress >= 1)
396 Unfreeze(self); // wait for next think before attacking
397 self.nextthink = time + 0.1;
399 return; // no moving while frozen
402 if(self.flags & FL_SWIM)
404 if(self.waterlevel < WATERLEVEL_WETFEET)
406 self.breath_checks += 1;
407 self.angles = '0 0 -90';
408 if(self.breath_checks == 25)
410 if not(self.flags & FL_ONGROUND)
411 self.flags |= FL_ONGROUND;
413 self.movetype = MOVETYPE_TOSS;
418 self.velocity_y += random() * 50;
419 self.velocity_x -= random() * 50;
423 self.velocity_y -= random() * 50;
424 self.velocity_x += random() * 50;
426 self.velocity_z += random()*150;
427 if (self.flags & FL_ONGROUND)
428 self.flags -= FL_ONGROUND;
429 self.movetype = MOVETYPE_BOUNCE;
430 self.velocity_z = -200;
435 self.angles = '0 0 0';
436 self.movetype = MOVETYPE_WALK;
437 self.breath_checks = 0;
441 if(gameover || time < game_starttime)
443 runspeed = walkspeed = 0;
444 self.frame = manim_idle;
445 movelib_beak_simple(stopspeed);
449 runspeed *= monster_skill;
450 walkspeed *= monster_skill;
452 monster_target = targ;
453 monster_speed_run = runspeed;
454 monster_speed_walk = walkspeed;
455 MUTATOR_CALLHOOK(MonsterMove);
456 targ = monster_target;
457 runspeed = monster_speed_run;
458 walkspeed = monster_speed_walk;
460 if(IsDifferentTeam(self.monster_owner, self))
461 self.monster_owner = world;
463 if(self.enemy.health <= 0 || (!autocvar_g_monsters_typefrag && self.enemy.BUTTON_CHAT))
467 self.enemy = FindTarget(self);
469 if(time >= self.last_trace)
471 if(self.monster_movestate == MONSTER_MOVE_WANDER)
472 self.last_trace = time + 2;
474 self.last_trace = time + 0.5;
475 self.moveto = monster_pickmovetarget(targ);
478 vector angles_face = vectoangles(self.moveto - self.origin);
479 self.angles_y = angles_face_y;
481 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
484 self.touch = MonsterTouch;
487 v_forward = normalize(self.moveto - self.origin);
489 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
490 if(self.flags & FL_ONGROUND)
491 movelib_jump_simple(100);
493 if(vlen(self.origin - self.moveto) > 64)
495 if(self.flags & FL_FLY)
496 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
498 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
499 if(time > self.pain_finished)
500 if(time > self.attack_finished_single)
501 self.frame = ((self.enemy) ? manim_run : manim_walk);
505 movelib_beak_simple(stopspeed);
506 if(time > self.attack_finished_single)
507 if(time > self.pain_finished)
508 if (vlen(self.velocity) <= 30)
509 self.frame = manim_idle;
514 if(!self.checkattack)
515 return; // to stop other code from crashing here
521 void monsters_setstatus()
523 self.stat_monsters_total = monsters_total;
524 self.stat_monsters_killed = monsters_killed;
536 void Monster_Appear ()
538 self.enemy = activator;
539 self.spawnflags &~= MONSTERFLAG_APPEAR;
540 self.monster_spawnfunc();
543 entity FindTarget (entity ent)
545 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
547 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
549 if(monster_isvalidtarget(e, ent, FALSE))
557 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
562 if(monster_isvalidtarget(attacker, self, FALSE))
563 self.enemy = attacker;
565 self.health -= damage;
569 WaypointSprite_UpdateHealth(self.sprite, self.health);
572 self.dmg_time = time;
574 if(sound_allowed(MSG_BROADCAST, attacker))
575 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
577 if(self.damageforcescale < 1 && self.damageforcescale > 0)
578 self.velocity += force * self.damageforcescale;
580 self.velocity += force;
582 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
584 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
586 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
592 // Update one more time to avoid waypoint fading without emptying healthbar
593 WaypointSprite_UpdateHealth(self.sprite, 0);
596 if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
597 W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
599 activator = attacker;
601 self.target = self.target2;
609 // used to hook into monster post death functions without a mutator
610 void monster_hook_death()
613 WaypointSprite_Kill(self.sprite);
615 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
616 monsters_killed += 1;
618 if(self.realowner.classname == "monster_spawner")
619 self.realowner.spawner_monstercount -= 1;
621 if(self.realowner.flags & FL_CLIENT)
622 self.realowner.monstercount -= 1;
626 MUTATOR_CALLHOOK(MonsterDies);
629 // used to hook into monster post spawn functions without a mutator
630 void monster_hook_spawn()
632 self.health *= monster_skill; // skill based monster health?
633 self.max_health = self.health;
635 if(teamplay && autocvar_g_monsters_teams)
637 self.colormod = TeamColor(self.team);
638 self.monster_attack = TRUE;
643 self.target2 = self.target;
644 self.goalentity = find(world, targetname, self.target);
647 if(autocvar_g_monsters_healthbars)
649 WaypointSprite_Spawn(self.netname, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((teamplay) ? TeamColor(self.team) : '1 0 0'));
650 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
651 WaypointSprite_UpdateHealth(self.sprite, self.health);
654 MUTATOR_CALLHOOK(MonsterSpawn);
657 float monster_initialize(string net_name,
665 if not(autocvar_g_monsters)
668 // support for quake style removing monsters based on skill
669 if(autocvar_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
670 else if(autocvar_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
671 else if(autocvar_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
672 else if(autocvar_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
673 else if(autocvar_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
677 error("monsters: missing bodymodel!");
679 if(self.netname == "")
681 if(net_name != "" && self.realowner.classname == STR_PLAYER)
682 net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
683 self.netname = ((net_name == "") ? self.classname : net_name);
686 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
691 ScaleMonster(self.scale);
693 Monster_CheckMinibossFlag();
698 if(self.team && !teamplay)
701 self.flags = FL_MONSTER;
704 bodymodel = self.model;
706 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
707 if not(self.monster_respawned)
710 precache_model(bodymodel);
712 setmodel(self, bodymodel);
714 setsize(self, min_s, max_s);
716 self.takedamage = DAMAGE_AIM;
717 self.bot_attack = TRUE;
718 self.iscreature = TRUE;
719 self.teleportable = TRUE;
720 self.damagedbycontents = TRUE;
721 self.damageforcescale = 0.003;
722 self.monster_die = dieproc;
723 self.event_damage = monsters_damage;
724 self.touch = MonsterTouch;
725 self.use = monster_use;
726 self.solid = SOLID_BBOX;
727 self.movetype = MOVETYPE_WALK;
728 self.delay = -1; // used in attack delay code
729 monsters_spawned += 1;
730 self.think = spawnproc;
731 self.nextthink = time;
733 self.velocity = '0 0 0';
734 self.moveto = self.origin;
735 self.pos1 = self.origin;
736 self.pos2 = self.angles;
738 if not(self.monster_moveflags)
739 self.monster_moveflags = MONSTER_MOVE_WANDER;
741 if(autocvar_g_nodepthtestplayers)
742 self.effects |= EF_NODEPTHTEST;
744 if(autocvar_g_fullbrightplayers)
745 self.effects |= EF_FULLBRIGHT;
749 setorigin(self, self.origin);
750 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
751 setorigin(self, trace_endpos);