void M_Item_Touch ()
{
- if(self && other.classname == STR_PLAYER && other.deadflag == DEAD_NO)
+ if(self && IS_PLAYER(other) && other.deadflag == DEAD_NO)
{
Item_Touch();
self.think = SUB_Remove;
if(itemsize == "large") spawnfunc_item_armor_large();
else if (itemsize == "small") spawnfunc_item_armor_small();
else if (itemsize == "medium") spawnfunc_item_armor_medium();
- else print("Invalid monster drop item selected.\n");
+ else dprint("Invalid monster drop item selected.\n");
}
else if (itype == "health")
{
else if (itemsize == "small") spawnfunc_item_health_small();
else if (itemsize == "medium") spawnfunc_item_health_medium();
else if (itemsize == "mega") spawnfunc_item_health_mega();
- else print("Invalid monster drop item selected.\n");
+ else dprint("Invalid monster drop item selected.\n");
}
else if (itype == "ammo")
{
else if (itemsize == "cells") spawnfunc_item_cells();
else if (itemsize == "bullets") spawnfunc_item_bullets();
else if (itemsize == "rockets") spawnfunc_item_rockets();
- else print("Invalid monster drop item selected.\n");
+ else dprint("Invalid monster drop item selected.\n");
}
else
{
- print("Invalid monster drop item selected.\n");
+ dprint("Invalid monster drop item selected.\n");
self = oldself;
return;
}
self = oldself;
}
-float monster_isvalidtarget (entity targ, entity ent, float neutral)
+float monster_isvalidtarget (entity targ, entity ent)
{
if(!targ || !ent)
return FALSE; // this check should fix a crash
if(trace_ent != targ)
return FALSE; // we can't see the enemy
- if(neutral == TRUE)
- return TRUE; // we come in peace!
-
if(targ.takedamage == DAMAGE_NO)
return FALSE; // enemy can't be damaged
if(targ.items & IT_INVISIBILITY)
return FALSE; // enemy is invisible
- if(targ.classname == STR_SPECTATOR || targ.classname == STR_OBSERVER)
+ if(IS_SPEC(targ) || IS_OBSERVER(targ))
return FALSE; // enemy is a spectator
if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
return TRUE;
}
+float enemy_stillvalidtarget(entity targ, entity e)
+{
+ if(targ.health < 1 || targ.deadflag)
+ return FALSE; // let's not keep hurting a corpse
+
+ if not(autocvar_g_monsters_typefrag)
+ if(targ.BUTTON_CHAT)
+ return FALSE; // no typefrags!
+
+ if(vlen(targ.origin - e.origin) > e.target_range)
+ return FALSE; // out of our reach
+
+ if not(targ.takedamage)
+ return FALSE; // can't hurt it
+
+ if(targ.flags & FL_NOTARGET)
+ return FALSE; // can't target it
+
+ if(targ.items & IT_INVISIBILITY)
+ return FALSE; // currently not used
+
+ if(!IsDifferentTeam(targ, e))
+ return FALSE;
+
+ return TRUE; // all is good, keep going!
+}
+
+entity FindTarget (entity ent)
+{
+ if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
+ local entity e;
+ for(e = world; (e = findflags(e, monster_attack, TRUE)); )
+ {
+ if(monster_isvalidtarget(e, ent))
+ {
+ return e;
+ }
+ }
+ return world;
+}
+
void MonsterTouch ()
{
if(other == world)
if(self.enemy != other)
if not(other.flags & FL_MONSTER)
- if(monster_isvalidtarget(other, self, FALSE))
+ if(monster_isvalidtarget(other, self))
self.enemy = other;
}
+void monster_sound(string msound, float sound_delay, float delaytoo)
+{
+ if(delaytoo && time < self.msound_delay)
+ return; // too early
+
+ if(msound == "")
+ return; // sound doesn't exist
+
+ sound(self, CH_PAIN_SINGLE, msound, VOL_BASE, ATTN_NORM);
+
+ self.msound_delay = time + sound_delay;
+}
+
+void monster_precachesounds()
+{
+ precache_sound(self.msound_idle);
+ precache_sound(self.msound_death);
+ precache_sound(self.msound_attack_melee);
+ precache_sound(self.msound_attack_ranged);
+ precache_sound(self.msound_sight);
+ precache_sound(self.msound_pain);
+}
+
void monster_melee (entity targ, float damg, float er, float deathtype)
{
float bigdmg = 0, rdmg = damg * random();
bigdmg = rdmg * self.scale;
- if(random() < 0.01) // critical hit ftw
- bigdmg = 200;
-
Damage(targ, self, self, bigdmg * monster_skill, deathtype, targ.origin, normalize(targ.origin - self.origin));
}
void Monster_CheckDropCvars (string mon)
{
+ if not(self.candrop)
+ return; // forced off
+
string dropitem;
string dropsize;
ScaleMonster(1.5);
self.flags |= MONSTERFLAG_MINIBOSS;
- if (r < 2 || self.team == COLOR_TEAM2)
+ if (r < 2 || self.team == NUM_TEAM_2)
{
self.strength_finished = -1;
self.effects |= (EF_FULLBRIGHT | EF_BLUE);
}
- else if (r >= 1 || self.team == COLOR_TEAM1)
+ else if (r >= 1 || self.team == NUM_TEAM_1)
{
self.invincible_finished = -1;
self.effects |= (EF_FULLBRIGHT | EF_RED);
if (time < self.attack_finished_single)
return FALSE;
-
- if (enemy_range() > 2000) // long traces are slow
- return FALSE;
if(self.attack_melee)
- if(enemy_range() <= 100 * self.scale)
+ if(vlen(self.enemy.origin - self.origin) <= 100 * self.scale)
{
+ monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
self.attack_melee(); // don't wait for nextthink - too slow
return TRUE;
}
// monster doesn't have a ranged attack function, so stop here
- if(!self.attack_ranged)
+ if not(self.attack_ranged)
return FALSE;
// see if any entities are in the way of the shot
- if (!findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
+ if not(findtrajectorywithleading(self.origin, '0 0 0', '0 0 0', self.enemy, 800, 0, 2.5, 0, self))
return FALSE;
- self.attack_ranged(); // don't wait for nextthink - too slow
- return TRUE;
+ if(self.attack_ranged())
+ {
+ monster_sound(self.msound_attack_ranged, 0, FALSE); // no delay for attack sounds
+ return TRUE;
+ }
+
+ return FALSE;
}
void monster_use ()
if (self.health <= 0)
return;
- if(!monster_isvalidtarget(activator, self, -1))
+ if(!monster_isvalidtarget(activator, self))
return;
self.enemy = activator;
return ((trace1 < trace_fraction) ? trace1 : trace_fraction);
}
-float enemy_stillvalidtarget(entity targ, entity e)
-{
- if(targ.health < 1 || targ.deadflag)
- return FALSE; // let's not keep hurting a corpse
-
- if not(autocvar_g_monsters_typefrag)
- if(targ.BUTTON_CHAT)
- return FALSE; // no typefrags!
-
- if(vlen(targ.origin - e.origin) > e.target_range)
- return FALSE; // out of our reach
-
- if not(targ.takedamage)
- return FALSE; // can't hurt it
-
- if(targ.flags & FL_NOTARGET)
- return FALSE; // can't target it
-
- if(targ.items & IT_INVISIBILITY)
- return FALSE; // currently not used
-
- if(!IsDifferentTeam(targ, e))
- return FALSE;
-
- return TRUE; // all is good, keep going!
-}
-
vector monster_pickmovetarget(entity targ)
{
// enemy is always preferred target
self.enemy = world;
if not(self.enemy)
+ {
self.enemy = FindTarget(self);
+ if(self.enemy)
+ monster_sound(self.msound_sight, 0, FALSE);
+ }
if(time >= self.last_trace)
{
self.last_trace = time + 0.5;
self.moveto = monster_pickmovetarget(targ);
}
+
+ if not(self.enemy)
+ monster_sound(self.msound_idle, 5, TRUE);
vector angles_face = vectoangles(self.moveto - self.origin);
vector owner_face = vectoangles(self.monster_owner.origin - self.origin);
+ vector enemy_face = vectoangles(self.enemy.origin - self.origin);
self.angles_y = angles_face_y;
if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
if (vlen(self.velocity) <= 30)
{
self.frame = manim_idle;
- self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
+ if(self.enemy)
+ self.angles_y = enemy_face_y;
+ else
+ self.angles_y = ((self.monster_owner) ? owner_face_y : self.pos2_y); // reset looking angle now?
}
}
self.stat_monsters_killed = monsters_killed;
}
-
-/*
-===================
-
-Monster spawn code
-
-===================
-*/
-
void Monster_Appear ()
{
self.enemy = activator;
self.monster_spawnfunc();
}
-entity FindTarget (entity ent)
-{
- if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
- local entity e;
- for(e = world; (e = findflags(e, monster_attack, TRUE)); )
- {
- if(monster_isvalidtarget(e, ent, FALSE))
- {
- return e;
- }
- }
- return world;
-}
-
void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- if(self.frozen)
+ if(self.frozen && deathtype != DEATH_KILL)
+ return;
+
+ if(time < self.pain_finished && deathtype != DEATH_KILL)
return;
- if(monster_isvalidtarget(attacker, self, FALSE))
+ if((ignore_turrets && !(attacker.turrcaps_flags & TFL_TURRCAPS_ISTURRET)) || !ignore_turrets)
+ if(monster_isvalidtarget(attacker, self))
self.enemy = attacker;
self.health -= damage;
WaypointSprite_UpdateHealth(self.sprite, 0);
}
- if(self.flags & MONSTERFLAG_MINIBOSS) // TODO: cvarise the weapon drop?
+ if(deathtype == DEATH_KILL)
+ self.candrop = FALSE; // killed by mobkill command
+
+ if(self.flags & MONSTERFLAG_MINIBOSS && self.candrop)
W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
activator = attacker;
if(self.sprite)
WaypointSprite_Kill(self.sprite);
+ monster_sound(self.msound_death, 0, FALSE);
+
if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !self.monster_respawned)
monsters_killed += 1;
if(self.realowner.classname == "monster_spawner")
self.realowner.spawner_monstercount -= 1;
- if(self.realowner.flags & FL_CLIENT)
+ if(IS_CLIENT(self.realowner))
self.realowner.monstercount -= 1;
totalspawned -= 1;
Monster_CheckMinibossFlag();
self.max_health = self.health;
+ self.pain_finished = self.nextthink;
+
+ monster_precachesounds();
if(teamplay && self.team)
{
- self.colormod = TeamColor(self.team);
+ self.colormod = Team_ColorRGB(self.team);
self.monster_attack = TRUE;
}
if(autocvar_g_monsters_healthbars)
{
- 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'));
+ 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'));
WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
WaypointSprite_UpdateHealth(self.sprite, self.health);
}
+ monster_sound(self.msound_spawn, 0, FALSE);
+
MUTATOR_CALLHOOK(MonsterSpawn);
}
if(self.netname == "")
{
- if(net_name != "" && self.realowner.classname == STR_PLAYER)
+ if(net_name != "" && IS_PLAYER(self.realowner))
net_name = strzone(strdecolorize(sprintf("%s's %s", self.realowner.netname, net_name)));
self.netname = ((net_name == "") ? self.classname : net_name);
}
self.moveto = self.origin;
self.pos1 = self.origin;
self.pos2 = self.angles;
+ self.candrop = TRUE;
if not(self.target_range)
self.target_range = autocvar_g_monsters_target_range;