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 print("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 print("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 print("Invalid monster drop item selected.\n");
46 print("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)
210 dropitem = cvar_string(strcat("g_monster_", mon, "_drop"));
211 dropsize = cvar_string(strcat("g_monster_", mon, "_drop_size"));
213 monster_dropitem = dropitem;
214 monster_dropsize = dropsize;
215 MUTATOR_CALLHOOK(MonsterDropItem);
216 dropitem = monster_dropitem;
217 dropsize = monster_dropsize;
219 if(autocvar_g_monsters_forcedrop)
220 Monster_DropItem(autocvar_g_monsters_drop_type, autocvar_g_monsters_drop_size);
221 else if(dropitem != "")
222 Monster_DropItem(dropitem, dropsize);
224 Monster_DropItem("armor", "medium");
227 void ScaleMonster (float scle)
229 // this should prevent monster from falling through floor when scale changes
231 setorigin(self, self.origin + ('0 0 30' * scle));
234 void Monster_CheckMinibossFlag ()
236 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
239 float r = random() * 4, chance = random() * 100;
241 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
242 if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
244 self.health += autocvar_g_monsters_miniboss_healthboost;
246 self.flags |= MONSTERFLAG_MINIBOSS;
248 if (r < 2 || self.team == COLOR_TEAM2)
250 self.strength_finished = -1;
251 self.effects |= (EF_FULLBRIGHT | EF_BLUE);
253 else if (r >= 1 || self.team == COLOR_TEAM1)
255 self.invincible_finished = -1;
256 self.effects |= (EF_FULLBRIGHT | EF_RED);
259 self.effects |= (EF_FULLBRIGHT | EF_RED | EF_BLUE);
265 self.colormod = randomvec() * 4;
269 float Monster_CanRespawn(entity ent)
272 if(MUTATOR_CALLHOOK(MonsterRespawn))
273 return TRUE; // enabled by a mutator
275 if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
278 if not(autocvar_g_monsters_respawn)
286 if(Monster_CanRespawn(self))
288 self.monster_respawned = TRUE;
290 self.think = self.monster_spawnfunc;
291 self.nextthink = time + self.respawntime;
292 setorigin(self, self.pos1);
293 self.angles = self.pos2;
294 self.health = self.max_health; // TODO: check if resetting to max_health is wise here
297 self.think = SUB_Remove;
298 self.nextthink = time + 4;
299 SUB_SetFade(self, time + 3, 1);
302 float Monster_CanJump (vector vel)
304 local vector old = self.velocity;
307 tracetoss(self, self);
309 if (trace_ent != self.enemy)
315 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
317 if not(self.flags & FL_ONGROUND)
320 return FALSE; // called when dead?
321 if not(Monster_CanJump(vel))
325 self.state = MONSTER_STATE_ATTACK_LEAP;
326 self.touch = touchfunc;
329 if (self.flags & FL_ONGROUND)
330 self.flags -= FL_ONGROUND;
332 self.attack_finished_single = time + anim_finished;
337 float GenericCheckAttack ()
339 // checking attack while dead?
340 if (self.health <= 0 || self.enemy == world)
343 if(self.monster_delayedattack && self.delay != -1)
345 if(time < self.delay)
348 self.monster_delayedattack();
351 if (time < self.attack_finished_single)
354 if (enemy_range() > 2000) // long traces are slow
357 if(self.attack_melee)
358 if(enemy_range() <= 100 * self.scale)
360 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
361 self.attack_melee(); // don't wait for nextthink - too slow
365 // monster doesn't have a ranged attack function, so stop here
366 if not(self.attack_ranged)
369 // see if any entities are in the way of the shot
370 if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
373 if(self.attack_ranged())
375 monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
386 if (self.health <= 0)
389 if(!monster_isvalidtarget(activator, self, -1))
392 self.enemy = activator;
395 float trace_path(vector from, vector to)
397 vector dir = normalize(to - from) * 15, offset = '0 0 0';
398 float trace1 = trace_fraction;
402 traceline (from+offset, to+offset, TRUE, self);
404 traceline(from-offset, to-offset, TRUE, self);
406 return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
409 vector monster_pickmovetarget(entity targ)
411 // enemy is always preferred target
414 self.monster_movestate = MONSTER_MOVE_ENEMY;
415 return self.enemy.origin;
419 self.monster_movestate = MONSTER_MOVE_WANDER;
423 switch(self.monster_moveflags)
425 case MONSTER_MOVE_OWNER:
427 self.monster_movestate = MONSTER_MOVE_OWNER;
428 if(self.monster_owner && self.monster_owner.classname != "monster_swarm")
429 return self.monster_owner.origin;
431 case MONSTER_MOVE_WANDER:
433 self.monster_movestate = MONSTER_MOVE_WANDER;
435 self.angles_y = random() * 500;
436 makevectors(self.angles);
437 return self.origin + v_forward * 600;
439 case MONSTER_MOVE_SPAWNLOC:
441 self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
445 case MONSTER_MOVE_NOMOVE:
447 self.monster_movestate = MONSTER_MOVE_NOMOVE;
454 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
457 self.goalentity = find(world, targetname, self.target);
463 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
464 self.health = max(1, self.max_health * self.revive_progress);
466 if(self.sprite) WaypointSprite_UpdateHealth(self.sprite, self.health);
468 movelib_beak_simple(stopspeed);
470 self.velocity = '0 0 0';
472 self.nextthink = time + 0.1;
474 if(self.revive_progress >= 1)
475 Unfreeze(self); // wait for next think before attacking
477 return; // no moving while frozen
480 if(self.flags & FL_SWIM)
482 if(self.waterlevel < WATERLEVEL_WETFEET)
484 if(time >= self.last_trace)
486 self.last_trace = time + 0.4;
487 self.angles = '0 0 -90';
488 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
491 self.velocity_y += random() * 50;
492 self.velocity_x -= random() * 50;
496 self.velocity_y -= random() * 50;
497 self.velocity_x += random() * 50;
499 //self.velocity_z += random() * 150;
500 self.movetype = MOVETYPE_BOUNCE;
501 self.velocity_z = -200;
507 self.angles = '0 0 0';
508 self.movetype = MOVETYPE_WALK;
512 if(gameover || time < game_starttime)
514 runspeed = walkspeed = 0;
515 self.frame = manim_idle;
516 movelib_beak_simple(stopspeed);
520 targ = self.goalentity;
522 monster_target = targ;
523 monster_speed_run = runspeed;
524 monster_speed_walk = walkspeed;
525 MUTATOR_CALLHOOK(MonsterMove);
526 targ = monster_target;
527 runspeed = monster_speed_run;
528 walkspeed = monster_speed_walk;
530 if(IsDifferentTeam(self.monster_owner, self))
531 self.monster_owner = world;
533 if(!enemy_stillvalidtarget(self.enemy, self))
538 self.enemy = FindTarget(self);
540 monster_sound(self.msound_sight, 0, FALSE);
543 if(time >= self.last_trace)
545 if(self.monster_movestate == MONSTER_MOVE_WANDER && self.goalentity.classname != "td_waypoint")
546 self.last_trace = time + 2;
548 self.last_trace = time + 0.5;
549 self.moveto = monster_pickmovetarget(targ);
553 monster_sound(self.msound_idle, 5, TRUE);
555 vector angles_face = vectoangles(self.moveto - self.origin);
556 vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
557 self.angles_y = angles_face_y;
559 if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
562 self.touch = MonsterTouch;
565 v_forward = normalize(self.moveto - self.origin);
567 float l = vlen(self.moveto - self.origin);
568 float t1 = trace_path(self.origin+'0 0 10', self.moveto+'0 0 10');
569 float t2 = trace_path(self.origin-'0 0 15', self.moveto-'0 0 15');
571 if(t1*l-t2*l>50 && (t1*l > 100 || t1 > 0.8))
572 if(self.flags & FL_ONGROUND)
573 movelib_jump_simple(100);
575 if(vlen(self.origin - self.moveto) > 64)
577 if(self.flags & FL_FLY)
578 movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
580 movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
581 if(time > self.pain_finished)
582 if(time > self.attack_finished_single)
583 self.frame = ((self.enemy) ? manim_run : manim_walk);
587 movelib_beak_simple(stopspeed);
588 if(time > self.attack_finished_single)
589 if(time > self.pain_finished)
590 if (vlen(self.velocity) <= 30)
592 self.frame = manim_idle;
593 self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
597 if(self.enemy && self.checkattack)
601 void monsters_setstatus()
603 self.stat_monsters_total = monsters_total;
604 self.stat_monsters_killed = monsters_killed;
607 void Monster_Appear ()
609 self.enemy = activator;
610 self.spawnflags &~= MONSTERFLAG_APPEAR;
611 self.monster_spawnfunc();
614 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
619 if(time < self.pain_finished)
622 if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
623 if(monster_isvalidtarget(attacker, self, FALSE))
624 self.enemy = attacker;
626 self.health -= damage;
629 WaypointSprite_UpdateHealth(self.sprite, self.health);
631 self.dmg_time = time;
633 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
634 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
636 self.velocity += force * self.damageforcescale;
638 if(deathtype != DEATH_DROWN)
640 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
642 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
644 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
651 // Update one more time to avoid waypoint fading without emptying healthbar
652 WaypointSprite_UpdateHealth(self.sprite, 0);
655 if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
656 W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
658 activator = attacker;
660 self.target = self.target2;
666 frag_attacker = attacker;
668 MUTATOR_CALLHOOK(MonsterDies);
672 // used to hook into monster post death functions without a mutator
673 void monster_hook_death()
676 WaypointSprite_Kill(self.sprite);
678 monster_sound(self.msound_death, 0, FALSE);
680 if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
681 monsters_killed += 1;
683 if(self.realowner.classname == "monster_spawner")
684 self.realowner.spawner_monstercount -= 1;
686 if(self.realowner.flags & FL_CLIENT)
687 self.realowner.monstercount -= 1;
692 // used to hook into monster post spawn functions without a mutator
693 void monster_hook_spawn()
695 Monster_CheckMinibossFlag();
697 self.max_health = self.health;
698 self.pain_finished = self.nextthink;
700 monster_precachesounds();
702 if(teamplay && self.team)
704 self.colormod = TeamColor(self.team);
705 self.monster_attack = TRUE;
710 self.target2 = self.target;
711 self.goalentity = find(world, targetname, self.target);
714 if(autocvar_g_monsters_healthbars)
716 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'));
717 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
718 WaypointSprite_UpdateHealth(self.sprite, self.health);
721 monster_sound(self.msound_spawn, 0, FALSE);
723 MUTATOR_CALLHOOK(MonsterSpawn);
726 float monster_initialize(string net_name,
734 if not(autocvar_g_monsters)
737 // support for quake style removing monsters based on skill
738 if(monster_skill <= autocvar_g_monsters_skill_easy && (self.spawnflags & MONSTERSKILL_NOTEASY)) { return FALSE; }
739 if(monster_skill == autocvar_g_monsters_skill_normal && (self.spawnflags & MONSTERSKILL_NOTMEDIUM)) { return FALSE; }
740 if(monster_skill == autocvar_g_monsters_skill_hard && (self.spawnflags & MONSTERSKILL_NOTHARD)) { return FALSE; }
741 if(monster_skill == autocvar_g_monsters_skill_insane && (self.spawnflags & MONSTERSKILL_NOTINSANE)) { return FALSE; }
742 if(monster_skill >= autocvar_g_monsters_skill_nightmare && (self.spawnflags & MONSTERSKILL_NOTNIGHTMARE)) { return FALSE; }
746 error("monsters: missing bodymodel!");
748 if(self.netname == "")
750 if(net_name != "" && self.realowner.classname == STR_PLAYER)
751 net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
752 self.netname = ((net_name == "") ? self.classname : net_name);
758 if(self.spawnflags & MONSTERFLAG_GIANT && !autocvar_g_monsters_nogiants)
761 ScaleMonster(self.scale);
766 if(self.team && !teamplay)
769 self.flags = FL_MONSTER;
772 bodymodel = self.model;
774 if not(self.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster
775 if not(self.monster_respawned)
778 precache_model(bodymodel);
780 setmodel(self, bodymodel);
782 setsize(self, min_s, max_s);
784 self.takedamage = DAMAGE_AIM;
785 self.bot_attack = TRUE;
786 self.iscreature = TRUE;
787 self.teleportable = TRUE;
788 self.damagedbycontents = TRUE;
789 self.damageforcescale = 0.003;
790 self.monster_die = dieproc;
791 self.event_damage = monsters_damage;
792 self.touch = MonsterTouch;
793 self.use = monster_use;
794 self.solid = SOLID_BBOX;
795 self.movetype = MOVETYPE_WALK;
796 self.delay = -1; // used in attack delay code
797 monsters_spawned += 1;
798 self.think = spawnproc;
799 self.nextthink = time;
801 self.velocity = '0 0 0';
802 self.moveto = self.origin;
803 self.pos1 = self.origin;
804 self.pos2 = self.angles;
806 if not(self.target_range)
807 self.target_range = autocvar_g_monsters_target_range;
809 if not(self.respawntime)
810 self.respawntime = autocvar_g_monsters_respawn_delay;
812 if not(self.monster_moveflags)
813 self.monster_moveflags = MONSTER_MOVE_WANDER;
815 if(autocvar_g_nodepthtestplayers)
816 self.effects |= EF_NODEPTHTEST;
818 if(autocvar_g_fullbrightplayers)
819 self.effects |= EF_FULLBRIGHT;
823 setorigin(self, self.origin);
824 tracebox(self.origin + '0 0 100', min_s, max_s, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
825 setorigin(self, trace_endpos);