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)
15 vector backuporigin = self.origin + ((self.mins + self.maxs) * 0.5);
23 if(itemsize == "large") spawnfunc_item_armor_large();
24 else if (itemsize == "small") spawnfunc_item_armor_small();
25 else if (itemsize == "medium") spawnfunc_item_armor_medium();
26 else dprint("Invalid monster drop item selected.\n");
28 else if (itype == "health")
30 if(itemsize == "large") spawnfunc_item_health_large();
31 else if (itemsize == "small") spawnfunc_item_health_small();
32 else if (itemsize == "medium") spawnfunc_item_health_medium();
33 else if (itemsize == "mega") spawnfunc_item_health_mega();
34 else dprint("Invalid monster drop item selected.\n");
36 else if (itype == "ammo")
38 if(itemsize == "shells") spawnfunc_item_shells();
39 else if (itemsize == "cells") spawnfunc_item_cells();
40 else if (itemsize == "bullets") spawnfunc_item_bullets();
41 else if (itemsize == "rockets") spawnfunc_item_rockets();
42 else dprint("Invalid monster drop item selected.\n");
46 dprint("Invalid monster drop item selected.\n");
51 self.velocity = randomvec() * 175 + '0 0 325';
54 self.origin = backuporigin;
56 self.touch = M_Item_Touch;
58 SUB_SetFade(self, time + 5, 1);
63 float monster_isvalidtarget (entity targ, entity ent, float neutral)
66 return FALSE; // this check should fix a crash
68 if(targ.vehicle_flags & VHF_ISVEHICLE)
71 if(time < game_starttime)
72 return FALSE; // monsters do nothing before the match has started
74 traceline(ent.origin, targ.origin, FALSE, ent);
76 if(vlen(targ.origin - ent.origin) >= ent.target_range)
77 return FALSE; // enemy is too far away
80 return FALSE; // we can't see the enemy
83 return TRUE; // we come in peace!
85 if(targ.takedamage == DAMAGE_NO)
86 return FALSE; // enemy can't be damaged
88 if(targ.items & IT_INVISIBILITY)
89 return FALSE; // enemy is invisible
91 if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
92 return FALSE; // enemy is a spectator
94 if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
95 return FALSE; // enemy/self is dead
97 if(targ.monster_owner == ent || ent.monster_owner == targ)
98 return FALSE; // enemy owns us, or we own them
100 if(targ.flags & FL_NOTARGET)
101 return FALSE; // enemy can't be targetted
103 if not(autocvar_g_monsters_typefrag)
105 return FALSE; // no typefragging!
107 if not(IsDifferentTeam(targ, ent))
108 return FALSE; // enemy is on our team
113 float enemy_stillvalidtarget(entity targ, entity e)
115 if(targ.health < 1 || targ.deadflag)
116 return FALSE; // let's not keep hurting a corpse
118 if not(autocvar_g_monsters_typefrag)
120 return FALSE; // no typefrags!
122 if(vlen(targ.origin - e.origin) > e.target_range)
123 return FALSE; // out of our reach
125 if not(targ.takedamage)
126 return FALSE; // can't hurt it
128 if(targ.flags & FL_NOTARGET)
129 return FALSE; // can't target it
131 if(targ.items & IT_INVISIBILITY)
132 return FALSE; // currently not used
134 if(!IsDifferentTeam(targ, e))
137 return TRUE; // all is good, keep going!
140 entity FindTarget (entity ent)
142 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
144 for(e = world; (e = findflags(e, monster_attack, TRUE)); )
146 if(monster_isvalidtarget(e, ent, FALSE))
159 if(self.enemy != other)
160 if not(other.flags & FL_MONSTER)
161 if(monster_isvalidtarget(other, self, FALSE))
165 void monster_sound(string msound, float sound_delay, float delaytoo)
167 if(delaytoo && time < self.msound_delay)
171 return; // sound doesn't exist
173 sound(self, CH_PAIN_SINGLE, msound, VOL_BASE, ATTN_NORM);
175 self.msound_delay = time + sound_delay;
178 void monster_precachesounds()
180 precache_sound(self.msound_idle);
181 precache_sound(self.msound_death);
182 precache_sound(self.msound_attack_melee);
183 precache_sound(self.msound_attack_ranged);
184 precache_sound(self.msound_sight);
185 precache_sound(self.msound_pain);
188 void monster_melee (entity targ, float damg, float er, float deathtype)
190 float bigdmg = 0, rdmg = damg * random();
192 if (self.health <= 0)
197 if (vlen(self.origin - targ.origin) > er * self.scale)
200 bigdmg = rdmg * self.scale;
202 Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
205 void Monster_CheckDropCvars (string mon)
208 return; // forced off
213 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
214 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
216 monster_dropitem = dropitem;
217 monster_dropsize = dropsize;
218 MUTATOR_CALLHOOK(MonsterDropItem);
219 dropitem = monster_dropitem;
220 dropsize = monster_dropsize;
222 if(autocvar_g_monsters_forcedrop)
223 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
224 else if(dropitem != "")
225 Monster_DropItem(dropitem, dropsize);
227 Monster_DropItem("armor", "medium");
230 void ScaleMonster (float scle)
232 // this should prevent monster from falling through floor when scale changes
234 setorigin(self, self.origin + ('0 0 30' * scle));
237 void Monster_CheckMinibossFlag ()
239 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
242 float r = random() * 4, chance = random() * 100;
244 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
245 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
247 self.health += autocvar_g_monsters_miniboss_healthboost;
249 self.flags |= MONSTERFLAG_MINIBOSS;
251 if (r < 2 || self.team == NUM_TEAM_2)
253 self.strength_finished = -1;
254 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
256 else if (r >= 1 || self.team == NUM_TEAM_1)
258 self.invincible_finished = -1;
259 self.effects |= (EF_FULLBRIGHT | EF_RED);
262 self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
268 self.colormod = randomvec() * 4;
272 float Monster_CanRespawn(entity ent)
275 if(MUTATOR_CALLHOOK(MonsterRespawn))
276 return TRUE; // enabled by a mutator
278 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
281 if not(autocvar_g_monsters_respawn)
289 if(Monster_CanRespawn(self))
291 self.monster_respawned = TRUE;
293 self.think = self.monster_spawnfunc;
294 self.nextthink = time + self.respawntime;
295 setorigin(self, self.pos1);
296 self.angles = self.pos2;
297 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
300 self.think = SUB_Remove;
301 self.nextthink = time + 4;
302 SUB_SetFade(self, time + 3, 1);
305 float Monster_CanJump (vector vel)
307 local vector old = self.velocity;
310 tracetoss(self, self);
312 if (trace_ent != self.enemy)
318 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
320 if not(self.flags & FL_ONGROUND)
323 return FALSE; // called when dead?
324 if not(Monster_CanJump(vel))
328 self.state = MONSTER_STATE_ATTACK_LEAP;
329 self.touch = touchfunc;
332 if (self.flags & FL_ONGROUND)
333 self.flags -= FL_ONGROUND;
335 self.attack_finished_single = time + anim_finished;
340 float GenericCheckAttack ()
342 // checking attack while dead?
343 if (self.health <= 0 || self.enemy == world)
346 if(self.monster_delayedattack && self.delay != -1)
348 if(time < self.delay)
351 self.monster_delayedattack();
354 if (time < self.attack_finished_single)
357 if (enemy_range() > 2000) // long traces are slow
360 if(self.attack_melee)
361 if(enemy_range() <= 100 * self.scale)
363 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
364 self.attack_melee(); // don't wait for nextthink - too slow
368 // monster doesn't have a ranged attack function, so stop here
369 if not(self.attack_ranged)
372 // see if any entities are in the way of the shot
373 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
376 if(self.attack_ranged())
378 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
389 if (self.health <= 0)
392 if(!monster_isvalidtarget(activator, self, -1))
395 self.enemy = activator;
398 float trace_path(vector from, vector to)
400 vector dir = normalize(to - from) * 15, offset = '0 0 0';
401 float trace1 = trace_fraction;
405 traceline (from+offset, to+offset, TRUE, self);
407 traceline(from-offset, to-offset, TRUE, self);
409 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
412 vector monster_pickmovetarget(entity targ)
414 // enemy is always preferred target
417 self.monster_movestate = MONSTER_MOVE_ENEMY;
418 return self.enemy.origin;
422 self.monster_movestate = MONSTER_MOVE_WANDER;
426 switch(self.monster_moveflags)
428 case MONSTER_MOVE_OWNER:
430 self.monster_movestate = MONSTER_MOVE_OWNER;
431 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
432 return self.monster_owner.origin;
434 case MONSTER_MOVE_WANDER:
436 self.monster_movestate = MONSTER_MOVE_WANDER;
438 self.angles_y = random() * 500;
439 makevectors(self.angles);
440 return self.origin + v_forward * 600;
442 case MONSTER_MOVE_SPAWNLOC:
444 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
448 case MONSTER_MOVE_NOMOVE:
450 self.monster_movestate = MONSTER_MOVE_NOMOVE;
457 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
460 self.goalentity = find(world, targetname, self.target);
466 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
467 self.health = max(1, self.max_health * self.revive_progress);
469 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
471 movelib_beak_simple(stopspeed);
473 self.velocity = '0 0 0';
475 self.nextthink = time + 0.1;
477 if(self.revive_progress >= 1)
478 Unfreeze(self); // wait for next think before attacking
480 return; // no moving while frozen
483 if(self.flags & FL_SWIM)
485 if(self.waterlevel < WATERLEVEL_WETFEET)
487 if(time >= self.last_trace)
489 self.last_trace = time + 0.4;
490 self.angles = '0 0 -90';
491 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
494 self.velocity_y += random() * 50;
495 self.velocity_x -= random() * 50;
499 self.velocity_y -= random() * 50;
500 self.velocity_x += random() * 50;
502 //self.velocity_z += random() * 150;
503 self.movetype = MOVETYPE_BOUNCE;
504 self.velocity_z = -200;
510 self.angles = '0 0 0';
511 self.movetype = MOVETYPE_WALK;
515 if(gameover || time < game_starttime)
517 runspeed = walkspeed = 0;
518 self.frame = manim_idle;
519 movelib_beak_simple(stopspeed);
523 targ = self.goalentity;
525 monster_target = targ;
526 monster_speed_run = runspeed;
527 monster_speed_walk = walkspeed;
528 MUTATOR_CALLHOOK(MonsterMove);
529 targ = monster_target;
530 runspeed = monster_speed_run;
531 walkspeed = monster_speed_walk;
533 if(IsDifferentTeam(self.monster_owner, self))
534 self.monster_owner = world;
536 if(!enemy_stillvalidtarget(self.enemy, self))
541 self.enemy = FindTarget(self);
543 monster_sound(self.msound_sight, 0, FALSE);
546 if(time >= self.last_trace)
548 if(self.monster_movestate == MONSTER_MOVE_WANDER && self.goalentity.classname != "td_waypoint")
549 self.last_trace = time + 2;
551 self.last_trace = time + 0.5;
552 self.moveto = monster_pickmovetarget(targ);
556 monster_sound(self.msound_idle, 5, TRUE);
558 vector angles_face = vectoangles(self.moveto - self.origin);
559 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
560 vector enemy_face = vectoangles(self.enemy.origin - self.origin);
561 self.angles_y = angles_face_y;
563 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
566 self.touch = MonsterTouch;
569 v_forward = normalize(self.moveto - self.origin);
571 float l = vlen(self.moveto - self.origin);
572 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
573 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
575 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
576 if(self.flags & FL_ONGROUND)
577 movelib_jump_simple(100);
579 if(vlen(self.origin - self.moveto) > 64)
581 if(self.flags & FL_FLY)
582 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
584 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
585 if(time > self.pain_finished)
586 if(time > self.attack_finished_single)
587 self.frame = ((self.enemy) ? manim_run : manim_walk);
591 movelib_beak_simple(stopspeed);
592 if(time > self.attack_finished_single)
593 if(time > self.pain_finished)
594 if (vlen(self.velocity) <= 30)
596 self.frame = manim_idle;
598 self.angles_y = enemy_face_y;
600 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
604 if(self.enemy && self.checkattack)
608 void monsters_setstatus()
610 self.stat_monsters_total = monsters_total;
611 self.stat_monsters_killed = monsters_killed;
614 void Monster_Appear ()
616 self.enemy = activator;
617 self.spawnflags &~= MONSTERFLAG_APPEAR;
618 self.monster_spawnfunc();
621 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
623 if(self.frozen && deathtype != DEATH_KILL)
626 if(time < self.pain_finished && deathtype != DEATH_KILL)
629 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
630 if(monster_isvalidtarget(attacker, self, FALSE))
631 self.enemy = attacker;
633 self.health -= damage;
636 WaypointSprite_UpdateHealth(self.sprite, self.health);
638 self.dmg_time = time;
640 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
641 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
643 self.velocity += force * self.damageforcescale;
645 if(deathtype != DEATH_DROWN)
647 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
649 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
651 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
658 // Update one more time to avoid waypoint fading without emptying healthbar
659 WaypointSprite_UpdateHealth(self.sprite, 0);
662 if(deathtype == DEATH_KILL)
663 self.candrop = FALSE; // killed by mobkill command
665 if(self.flags & MONSTERFLAG_MINIBOSS && self.candrop)
666 W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
668 activator = attacker;
670 self.target = self.target2;
676 frag_attacker = attacker;
678 MUTATOR_CALLHOOK(MonsterDies);
682 // used to hook into monster post death functions without a mutator
683 void monster_hook_death()
686 WaypointSprite_Kill(self.sprite);
688 monster_sound(self.msound_death, 0, FALSE);
690 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
691 monsters_killed += 1;
693 if(self.realowner.classname == "monster_spawner")
694 self.realowner.spawner_monstercount -= 1;
696 if(self.realowner.flags & FL_CLIENT)
697 self.realowner.monstercount -= 1;
702 // used to hook into monster post spawn functions without a mutator
703 void monster_hook_spawn()
705 Monster_CheckMinibossFlag();
707 self.max_health = self.health;
708 self.pain_finished = self.nextthink;
710 monster_precachesounds();
712 if(teamplay && self.team)
714 self.colormod = Team_ColorRGB(self.team);
715 self.monster_attack = TRUE;
720 self.target2 = self.target;
721 self.goalentity = find(world, targetname, self.target);
724 if(autocvar_g_monsters_healthbars)
726 WaypointSprite_Spawn(self.netname, 0, 600, self, '0 0 1' * self.sprite_height, world, 0, self, sprite, FALSE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
727 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
728 WaypointSprite_UpdateHealth(self.sprite, self.health);
731 monster_sound(self.msound_spawn, 0, FALSE);
733 MUTATOR_CALLHOOK(MonsterSpawn);
736 float monster_initialize(string net_name,
744 if not(autocvar_g_monsters)
747 // support for quake style removing monsters based on skill
748 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
749 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
750 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
751 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
752 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
756 error("monsters: missing bodymodel!");
758 if(self.netname == "")
760 if(net_name != "" && self.realowner.classname == STR_PLAYER)
761 net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
762 self.netname = ((net_name == "") ? self.classname : net_name);
768 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
771 ScaleMonster(self.scale);
776 if(self.team && !teamplay)
779 self.flags = FL_MONSTER;
782 bodymodel = self.model;
784 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
785 if not(self.monster_respawned)
788 precache_model(bodymodel);
790 setmodel(self, bodymodel);
792 setsize(self, min_s, max_s);
794 self.takedamage = DAMAGE_AIM;
795 self.bot_attack = TRUE;
796 self.iscreature = TRUE;
797 self.teleportable = TRUE;
798 self.damagedbycontents = TRUE;
799 self.damageforcescale = 0.003;
800 self.monster_die = dieproc;
801 self.event_damage = monsters_damage;
802 self.touch = MonsterTouch;
803 self.use = monster_use;
804 self.solid = SOLID_BBOX;
805 self.movetype = MOVETYPE_WALK;
806 self.delay = -1; // used in attack delay code
807 monsters_spawned += 1;
808 self.think = spawnproc;
809 self.nextthink = time;
811 self.velocity = '0 0 0';
812 self.moveto = self.origin;
813 self.pos1 = self.origin;
814 self.pos2 = self.angles;
817 if not(self.target_range)
818 self.target_range = autocvar_g_monsters_target_range;
820 if not(self.respawntime)
821 self.respawntime = autocvar_g_monsters_respawn_delay;
823 if not(self.monster_moveflags)
824 self.monster_moveflags = MONSTER_MOVE_WANDER;
826 if(autocvar_g_nodepthtestplayers)
827 self.effects |= EF_NODEPTHTEST;
829 if(autocvar_g_fullbrightplayers)
830 self.effects |= EF_FULLBRIGHT;
834 setorigin(self, self.origin);
835 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
836 setorigin(self, trace_endpos);