#include "sv_monsters.qh"
+#include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/items/_mod.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/monsters/all.qh>
+#include <common/mutators/mutator/nades/nades.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/physics/movelib.qh>
+#include <common/stats.qh>
+#include <common/teams.qh>
+#include <common/turrets/sv_turrets.qh>
+#include <common/turrets/util.qh>
+#include <common/util.qh>
+#include <common/vehicles/all.qh>
+#include <common/weapons/_all.qh>
+#include <common/weapons/_mod.qh>
+#include <lib/csqcmodel/sv_model.qh>
#include <lib/warpzone/common.qh>
-#include "../constants.qh"
-#include "../teams.qh"
-#include "../util.qh"
-#include "all.qh"
-#include "../physics/movelib.qh"
-#include "../weapons/_mod.qh"
-#include <server/autocvars.qh>
-#include <server/defs.qh>
-#include <server/g_damage.qh>
-#include "../deathtypes/all.qh"
-#include <server/items/items.qh>
-#include <server/mutators/_mod.qh>
-#include <server/steerlib.qh>
-#include "../turrets/sv_turrets.qh"
-#include "../turrets/util.qh"
-#include "../vehicles/all.qh"
#include <server/campaign.qh>
+#include <server/cheats.qh>
+#include <server/client.qh>
#include <server/command/_mod.qh>
-#include "../mapobjects/triggers.qh"
-#include <lib/csqcmodel/sv_model.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/mutators/_mod.qh>
#include <server/round_handler.qh>
+#include <server/steerlib.qh>
#include <server/weapons/_mod.qh>
void monsters_setstatus(entity this)
}
}
+bool monster_facing(entity this, entity targ)
+{
+ // relies on target having an origin
+ makevectors(this.angles);
+ vector targ_org = targ.origin, my_org = this.origin;
+ if(autocvar_g_monsters_target_infront_2d)
+ {
+ targ_org = vec2(targ_org);
+ my_org = vec2(my_org);
+ }
+ float dot = normalize(targ_org - my_org) * v_forward;
+
+ return !(dot <= autocvar_g_monsters_target_infront_range);
+}
+
void monster_makevectors(entity this, entity targ)
{
if(IS_MONSTER(this))
// Target handling
// ===============
-bool Monster_ValidTarget(entity this, entity targ)
+bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
{
// ensure we're not checking nonexistent monster/target
if(!this || !targ) { return false; }
if((targ == this)
- || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
|| (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
|| (time < game_starttime) // monsters do nothing before match has started
|| (targ.takedamage == DAMAGE_NO)
|| (game_stopped)
- || (targ.items & IT_INVISIBILITY)
|| (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
|| (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
|| (this.monster_follow == targ || targ.monster_follow == this)
|| (SAME_TEAM(targ, this))
|| (STAT(FROZEN, targ))
|| (targ.alpha != 0 && targ.alpha < 0.5)
+ || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
|| (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
)
{
}
vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
- traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
+ traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
if(trace_fraction < 1 && trace_ent != targ)
return false; // solid
- if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
+ if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
if(this.enemy != targ)
{
- makevectors (this.angles);
- float dot = normalize (targ.origin - this.origin) * v_forward;
-
- if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
+ if(!monster_facing(this, targ))
+ return false;
}
return true; // this target is valid!
vector my_center = CENTER_OR_VIEWOFS(this);
// find the closest acceptable target to pass to
- IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
+ IL_EACH(g_monster_targets, it.monster_attack,
{
- if(Monster_ValidTarget(this, it))
- {
- // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
- vector targ_center = CENTER_OR_VIEWOFS(it);
+ float trange = this.target_range;
+ if(PHYS_INPUT_BUTTON_CROUCH(it))
+ trange *= 0.75; // TODO cvar this
+ vector theirmid = (it.absmin + it.absmax) * 0.5;
+ if(vdist(theirmid - this.origin, >, trange))
+ continue;
+ if(!Monster_ValidTarget(this, it, false))
+ continue;
- if(closest_target)
- {
- vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
- if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
- { closest_target = it; }
- }
- else { closest_target = it; }
+ // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+ vector targ_center = CENTER_OR_VIEWOFS(it);
+
+ if(closest_target)
+ {
+ vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
+ if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
+ { closest_target = it; }
}
+ else { closest_target = it; }
});
return closest_target;
else
{
if(this.monster_skill <= MONSTER_SKILL_EASY)
- this.colormap = 1029;
+ this.colormap = 1126;
else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
- this.colormap = 1027;
+ this.colormap = 1075;
else if(this.monster_skill <= MONSTER_SKILL_HARD)
- this.colormap = 1038;
+ this.colormap = 1228;
else if(this.monster_skill <= MONSTER_SKILL_INSANE)
- this.colormap = 1028;
+ this.colormap = 1092;
else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
- this.colormap = 1032;
+ this.colormap = 1160;
else
this.colormap = 1024;
}
+
+ if(this.colormap > 0)
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
+ else
+ this.glowmod = '1 1 1';
}
void monster_changeteam(entity this, int newteam)
.void(entity) monster_delayedfunc;
void Monster_Delay_Action(entity this)
{
- if(Monster_ValidTarget(this.owner, this.owner.enemy))
+ // TODO: maybe do check for facing here
+ if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
{
monster_makevectors(this.owner, this.owner.enemy);
this.monster_delayedfunc(this.owner);
void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
{
// deferred attacking, checks if monster is still alive and target is still valid before attacking
- entity e = spawn();
+ entity e = new_pure(Monster_Delay);
setthink(e, Monster_Delay_Action);
e.nextthink = time + defer_amnt;
string sample = this.(samplefield);
if (sample != "") sample = GlobalSound_sample(sample, random());
float myscale = ((this.scale) ? this.scale : 1); // safety net
- // TODO: change volume depending on size too?
sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
this.msound_delay = time + sound_delay;
if((!this || !targ)
|| (!this.monster_attackfunc)
|| (time < this.attack_finished_single[slot])
+ || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
) { return; }
if(vdist(targ.origin - this.origin, <=, this.attack_range))
void Monster_Touch(entity this, entity toucher)
{
- if(toucher == NULL) { return; }
+ if(!toucher) { return; }
- if(toucher.monster_attack)
- if(this.enemy != toucher)
- if(!IS_MONSTER(toucher))
- if(Monster_ValidTarget(this, toucher))
+ if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
+ if(Monster_ValidTarget(this, toucher, true))
this.enemy = toucher;
}
void Monster_Use(entity this, entity actor, entity trigger)
{
- if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
+ if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
}
-.float pass_distance;
vector Monster_Move_Target(entity this, entity targ)
{
// enemy is always preferred target
WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
// cases where the enemy may have changed their state (don't need to check everything here)
- if((!this.enemy)
- || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
+ if( (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
|| (STAT(FROZEN, this.enemy))
|| (this.enemy.flags & FL_NOTARGET)
|| (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
|| (this.enemy.takedamage == DAMAGE_NO)
|| (vdist(this.origin - targ_origin, >, this.target_range))
- || ((trace_fraction < 1) && (trace_ent != this.enemy)))
+ || ((trace_fraction < 1) && (trace_ent != this.enemy))
+ )
{
this.enemy = NULL;
- //this.pass_distance = 0;
}
if(this.enemy)
}
}
-void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
-{
- //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
- //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
- //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
- //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
-
- vector targpos = to;
-#if 0
- if(current_height) // make sure we can actually do this arcing path
- {
- targpos = (to + ('0 0 1' * current_height));
- WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
- if(trace_fraction < 1)
- {
- //print("normal arc line failed, trying to find new pos...");
- WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
- targpos = (trace_endpos + '0 0 -10');
- WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
- if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
- /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
- }
- }
- else { targpos = to; }
-#endif
-
- //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
-
- vector desired_direction = normalize(targpos - from);
- if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
- else { this.velocity = (desired_direction * movespeed); }
-
- //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
- //this.angles = vectoangles(this.velocity);
-}
-
.entity draggedby;
void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
this.moveto_z = this.origin_z;
- if(vdist(this.origin - this.moveto, >, 100))
+ fixedmakevectors(this.angles);
+ float vz = this.velocity_z;
+
+ if(!turret_closetotarget(this, this.moveto, 16))
{
bool do_run = (this.enemy || this.monster_moveto);
- if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
- Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
+ movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
- if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
+ if(time > this.pain_finished && time > this.anim_finished)
if(!this.state)
{
if(vdist(this.velocity, >, 10))
setanim(this, this.anim_idle, true, false, false);
}
+ if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+ this.velocity_z = vz;
+
this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
vector real_angle = vectoangles(this.steerto) - this.angles;
{
this.nextthink = time + this.ticrate;
+ Monster mon = REGISTRY_GET(Monsters, this.monsterid);
+ mon.mr_deadthink(mon, this);
+
if(this.monster_lifetime != 0)
if(time >= this.monster_lifetime)
{
this.state = 0;
this.attack_finished_single[0] = 0;
this.effects = 0;
+ this.dphitcontentsmask &= ~DPCONTENTS_BODY;
if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
this.velocity = '0 0 0';
//if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
//return;
- if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
+ if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
return;
if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
bool reverse = false;
if(trace_fraction != 1.0)
reverse = true;
- if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
+ if(trace_ent && IS_PLAYER(trace_ent))
reverse = false;
if(trace_ent && IS_MONSTER(trace_ent))
reverse = true;
void Monster_Enemy_Check(entity this)
{
- if(!this.enemy)
+ if(this.enemy)
+ return;
+
+ this.enemy = Monster_FindTarget(this);
+ if(this.enemy)
{
- this.enemy = Monster_FindTarget(this);
- if(this.enemy)
- {
- WarpZone_RefSys_Copy(this.enemy, this);
- WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
- // update move target immediately?
- this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
- this.monster_moveto = '0 0 0';
- this.monster_face = '0 0 0';
-
- //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)));
- Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
- }
+ WarpZone_RefSys_Copy(this.enemy, this);
+ WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
+ // update move target immediately?
+ this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
+ this.monster_moveto = '0 0 0';
+ this.monster_face = '0 0 0';
+
+ Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
}
}
this.max_health = GetResource(this, RES_HEALTH);
this.pain_finished = this.nextthink;
+ this.last_enemycheck = this.spawn_time + random(); // slight delay
if(IS_PLAYER(this.monster_follow))
this.effects |= EF_DIMLIGHT;
else
setmodel(this, mon.m_model);
+ if(!this.monster_name || this.monster_name == "")
+ this.monster_name = mon.monster_name;
+
+ if(this.statuseffects && this.statuseffects.owner == this)
+ {
+ StatusEffects_clearall(this.statuseffects);
+ StatusEffects_update(this);
+ }
+ else
+ this.statuseffects = NULL;
+
this.flags = FL_MONSTER;
this.classname = "monster";
this.takedamage = DAMAGE_AIM;
this.use = Monster_Use;
this.solid = SOLID_BBOX;
set_movetype(this, MOVETYPE_WALK);
- this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
this.enemy = NULL;
this.velocity = '0 0 0';
this.moveto = this.origin;
this.reset = Monster_Reset;
this.netname = mon.netname;
this.monster_attackfunc = mon.monster_attackfunc;
- this.monster_name = mon.monster_name;
this.candrop = true;
- this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
this.oldtarget2 = this.target2;
- //this.pass_distance = 0;
this.deadflag = DEAD_NO;
this.spawn_time = time;
this.gravity = 1;
if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
- if(autocvar_g_playerclip_collisions)
+ if(autocvar_g_monsters_playerclip_collisions)
this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
if(mon.spawnflags & MONSTER_TYPE_FLY)
set_movetype(this, MOVETYPE_FLY);
}
- if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
- {
- if(mon.spawnflags & MONSTER_SIZE_BROKEN)
- this.scale *= 1.3;
-
- if(mon.spawnflags & MONSTER_SIZE_QUAKE)
- if(autocvar_g_monsters_quake_resize)
- this.scale *= 1.3;
- }
+ if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
+ this.scale *= 1.3;
setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
+ this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);