]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/monsters/sv_monsters.qc
Some minor improvements to monsters (auto precache default model, use monster kills...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 // =========================
2 //      SVQC Monster Properties
3 // =========================
4
5
6 void monster_dropitem()
7 {
8         if(!self.candrop || !self.monster_loot)
9                 return;
10
11         vector org = self.origin + ((self.mins + self.maxs) * 0.5);
12         entity e = spawn(), oldself = self;
13
14         e.monster_loot = self.monster_loot;
15
16         other = e;
17         MUTATOR_CALLHOOK(MonsterDropItem);
18         e = other;
19
20         if(e && e.monster_loot)
21         {
22                 self = e;
23                 e.noalign = TRUE;
24                 e.monster_loot();
25                 e.gravity = 1;
26                 e.movetype = MOVETYPE_TOSS;
27                 e.reset = SUB_Remove;
28                 setorigin(e, org);
29                 e.velocity = randomvec() * 175 + '0 0 325';
30                 e.item_spawnshieldtime = time + 0.7;
31                 e.classname = "droppedweapon"; // use weapon handling to remove it on touch
32                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
33                 self = oldself;
34         }
35 }
36
37 float Monster_SkillModifier()
38 {
39         float t = 0.5+self.monster_skill*((1.2-0.3)/10);
40
41         return t;
42 }
43
44 float monster_isvalidtarget (entity targ, entity ent)
45 {
46         if(!targ || !ent)
47                 return FALSE; // someone doesn't exist
48
49         if(targ == ent)
50                 return FALSE; // don't attack ourselves
51
52         //traceline(ent.origin, targ.origin, MOVE_NORMAL, ent);
53
54         //if(trace_ent != targ)
55                 //return FALSE;
56
57         if(targ.vehicle_flags & VHF_ISVEHICLE)
58         if(!((get_monsterinfo(ent.monsterid)).spawnflags & MON_FLAG_RANGED))
59                 return FALSE; // melee attacks are useless against vehicles
60
61         if(time < game_starttime)
62                 return FALSE; // monsters do nothing before the match has started
63
64         if(targ.takedamage == DAMAGE_NO)
65                 return FALSE; // enemy can't be damaged
66
67         if(targ.items & IT_INVISIBILITY)
68                 return FALSE; // enemy is invisible
69
70         if(substring(targ.classname, 0, 10) == "onslaught_")
71                 return FALSE; // don't attack onslaught targets
72
73         if(IS_SPEC(targ) || IS_OBSERVER(targ))
74                 return FALSE; // enemy is a spectator
75
76         if(!(targ.vehicle_flags & VHF_ISVEHICLE))
77         if(targ.deadflag != DEAD_NO || ent.deadflag != DEAD_NO || targ.health <= 0 || ent.health <= 0)
78                 return FALSE; // enemy/self is dead
79
80         if(ent.monster_owner == targ)
81                 return FALSE; // don't attack our master
82
83         if(targ.monster_owner == ent)
84                 return FALSE; // don't attack our pet
85
86         if(!(targ.vehicle_flags & VHF_ISVEHICLE))
87         if(targ.flags & FL_NOTARGET)
88                 return FALSE; // enemy can't be targeted
89
90         if(!autocvar_g_monsters_typefrag)
91         if(targ.BUTTON_CHAT)
92                 return FALSE; // no typefragging!
93
94         if(SAME_TEAM(targ, ent))
95                 return FALSE; // enemy is on our team
96
97         if (targ.freezetag_frozen)
98                 return FALSE; // ignore frozen
99
100         if(autocvar_g_monsters_target_infront || (ent.spawnflags & MONSTERFLAG_INFRONT))
101         if(ent.enemy != targ)
102         {
103                 float dot;
104
105                 makevectors (ent.angles);
106                 dot = normalize (targ.origin - ent.origin) * v_forward;
107
108                 if(dot <= 0.3)
109                         return FALSE;
110         }
111
112         return TRUE;
113 }
114
115 entity FindTarget (entity ent)
116 {
117         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return ent.enemy; } // Handled by a mutator
118
119         entity head, closest_target = world;
120         head = findradius(ent.origin, ent.target_range);
121         //head = WarpZone_FindRadius(ent.origin, ent.target_range, TRUE);
122
123         while(head) // find the closest acceptable target to pass to
124         {
125                 if(head.monster_attack)
126                 if(monster_isvalidtarget(head, ent))
127                 {
128                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
129                         vector head_center = CENTER_OR_VIEWOFS(head);
130                         //vector head_center = WarpZone_UnTransformOrigin(head, CENTER_OR_VIEWOFS(head));
131                         vector ent_center = CENTER_OR_VIEWOFS(ent);
132
133                         traceline(ent_center, head_center, MOVE_NORMAL, ent);
134
135                         if(trace_ent == head)
136                         if(closest_target)
137                         {
138                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
139                                 //vector closest_target_center = WarpZone_UnTransformOrigin(closest_target, CENTER_OR_VIEWOFS(closest_target));
140                                 if(vlen(ent_center - head_center) < vlen(ent_center - closest_target_center))
141                                         { closest_target = head; }
142                         }
143                         else { closest_target = head; }
144                 }
145
146                 head = head.chain;
147         }
148
149         return closest_target;
150 }
151
152 void MonsterTouch ()
153 {
154         if(other == world)
155                 return;
156
157         if(self.enemy != other)
158         if(!(other.flags & FL_MONSTER))
159         if(monster_isvalidtarget(other, self))
160                 self.enemy = other;
161 }
162
163 string get_monster_model_datafilename(string m, float sk, string fil)
164 {
165         if(m)
166                 m = strcat(m, "_");
167         else
168                 m = "models/monsters/*_";
169         if(sk >= 0)
170                 m = strcat(m, ftos(sk));
171         else
172                 m = strcat(m, "*");
173         return strcat(m, ".", fil);
174 }
175
176 void PrecacheMonsterSounds(string f)
177 {
178         float fh;
179         string s;
180         fh = fopen(f, FILE_READ);
181         if(fh < 0)
182                 return;
183         while((s = fgets(fh)))
184         {
185                 if(tokenize_console(s) != 3)
186                 {
187                         dprint("Invalid sound info line: ", s, "\n");
188                         continue;
189                 }
190                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
191         }
192         fclose(fh);
193 }
194
195 void precache_monstersounds()
196 {
197         string m = (get_monsterinfo(self.monsterid)).model;
198         float globhandle, n, i;
199         string f;
200
201         globhandle = search_begin(strcat(m, "_*.sounds"), TRUE, FALSE);
202         if (globhandle < 0)
203                 return;
204         n = search_getsize(globhandle);
205         for (i = 0; i < n; ++i)
206         {
207                 //print(search_getfilename(globhandle, i), "\n");
208                 f = search_getfilename(globhandle, i);
209                 PrecacheMonsterSounds(f);
210         }
211         search_end(globhandle);
212 }
213
214 void ClearMonsterSounds()
215 {
216 #define _MSOUND(m) if(self.monstersound_##m) { strunzone(self.monstersound_##m); self.monstersound_##m = string_null; }
217         ALLMONSTERSOUNDS
218 #undef _MSOUND
219 }
220
221 .string GetMonsterSoundSampleField(string type)
222 {
223         GetMonsterSoundSampleField_notFound = 0;
224         switch(type)
225         {
226 #define _MSOUND(m) case #m: return monstersound_##m;
227                 ALLMONSTERSOUNDS
228 #undef _MSOUND
229         }
230         GetMonsterSoundSampleField_notFound = 1;
231         return string_null;
232 }
233
234 float LoadMonsterSounds(string f, float first)
235 {
236         float fh;
237         string s;
238         var .string field;
239         fh = fopen(f, FILE_READ);
240         if(fh < 0)
241         {
242                 dprint("Monster sound file not found: ", f, "\n");
243                 return 0;
244         }
245         while((s = fgets(fh)))
246         {
247                 if(tokenize_console(s) != 3)
248                         continue;
249                 field = GetMonsterSoundSampleField(argv(0));
250                 if(GetMonsterSoundSampleField_notFound)
251                         continue;
252                 if(self.field)
253                         strunzone(self.field);
254                 self.field = strzone(strcat(argv(1), " ", argv(2)));
255         }
256         fclose(fh);
257         return 1;
258 }
259
260 .float skin_for_monstersound;
261 void UpdateMonsterSounds()
262 {
263         entity mon = get_monsterinfo(self.monsterid);
264
265         if(self.skin == self.skin_for_monstersound)
266                 return;
267         self.skin_for_monstersound = self.skin;
268         ClearMonsterSounds();
269         //LoadMonsterSounds("sound/monsters/default.sounds", 1);
270         if(!autocvar_g_debug_defaultsounds)
271         if(!LoadMonsterSounds(get_monster_model_datafilename(mon.model, self.skin, "sounds"), 0))
272                 LoadMonsterSounds(get_monster_model_datafilename(mon.model, 0, "sounds"), 0);
273 }
274
275 void MonsterSound(.string samplefield, float sound_delay, float delaytoo, float chan)
276 {
277         if(!autocvar_g_monsters_sounds) { return; }
278
279         if(delaytoo)
280         if(time < self.msound_delay)
281                 return; // too early
282         GlobalSound(self.samplefield, chan, VOICETYPE_PLAYERSOUND);
283
284         self.msound_delay = time + sound_delay;
285 }
286
287 void monster_makevectors(entity e)
288 {
289         vector v;
290
291         v = e.origin + (e.mins + e.maxs) * 0.5;
292         self.v_angle = vectoangles(v - (self.origin + self.view_ofs));
293         self.v_angle_x = -self.v_angle_x;
294
295         makevectors(self.v_angle);
296 }
297
298 float monster_melee(entity targ, float damg, float anim, float er, float anim_finished, float deathtype, float dostop)
299 {
300         if (self.health <= 0)
301                 return FALSE; // attacking while dead?!
302
303         if(dostop)
304         {
305                 self.velocity_x = 0;
306                 self.velocity_y = 0;
307                 self.state = MONSTER_STATE_ATTACK_MELEE;
308         }
309
310         self.frame = anim;
311
312         if(anim_finished != 0)
313                 self.attack_finished_single = time + anim_finished;
314
315         monster_makevectors(targ);
316
317         traceline(self.origin + self.view_ofs, self.origin + v_forward * er, 0, self);
318
319         if(trace_ent.takedamage)
320                 Damage(trace_ent, self, self, damg * Monster_SkillModifier(), deathtype, trace_ent.origin, normalize(trace_ent.origin - self.origin));
321
322         return TRUE;
323 }
324
325 void Monster_CheckMinibossFlag ()
326 {
327         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag))
328                 return;
329
330         float chance = random() * 100;
331
332         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
333         if ((self.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
334         {
335                 self.health += autocvar_g_monsters_miniboss_healthboost;
336                 self.effects |= EF_RED;
337                 if(!self.weapon)
338                         self.weapon = WEP_NEX;
339         }
340 }
341
342 float Monster_CanRespawn(entity ent)
343 {
344         other = ent;
345         if(ent.deadflag == DEAD_DEAD) // don't call when monster isn't dead
346         if(MUTATOR_CALLHOOK(MonsterRespawn))
347                 return TRUE; // enabled by a mutator
348
349         if(ent.spawnflags & MONSTERFLAG_NORESPAWN)
350                 return FALSE;
351
352         if(!autocvar_g_monsters_respawn)
353                 return FALSE;
354
355         return TRUE;
356 }
357
358 float monster_initialize(float mon_id);
359 void monster_respawn()
360 {
361         // is this function really needed?
362         monster_initialize(self.monsterid);
363 }
364
365 void Monster_Fade ()
366 {
367         if(Monster_CanRespawn(self))
368         {
369                 self.spawnflags |= MONSTERFLAG_RESPAWNED;
370                 self.think = monster_respawn;
371                 self.nextthink = time + self.respawntime;
372                 self.monster_lifetime = 0;
373                 self.deadflag = DEAD_RESPAWNING;
374                 if(self.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
375                 {
376                         self.pos1 = self.origin;
377                         self.pos2 = self.angles;
378                 }
379                 self.event_damage = func_null;
380                 self.takedamage = DAMAGE_NO;
381                 setorigin(self, self.pos1);
382                 self.angles = self.pos2;
383                 self.health = self.max_health;
384                 setmodel(self, "null");
385         }
386         else
387         {
388                 // number of monsters spawned with mobspawn command
389                 totalspawned -= 1;
390
391                 if(IS_CLIENT(self.realowner))
392                         self.realowner.monstercount -= 1;
393
394                 SUB_SetFade(self, time + 3, 1);
395         }
396 }
397
398 float Monster_CanJump (vector vel)
399 {
400         if(self.state)
401                 return FALSE; // already attacking
402         if(!(self.flags & FL_ONGROUND))
403                 return FALSE; // not on the ground
404         if(self.health <= 0)
405                 return FALSE; // called when dead?
406         if(time < self.attack_finished_single)
407                 return FALSE; // still attacking
408
409         vector old = self.velocity;
410
411         self.velocity = vel;
412         tracetoss(self, self);
413         self.velocity = old;
414         if (trace_ent != self.enemy)
415                 return FALSE;
416
417         return TRUE;
418 }
419
420 float monster_leap (float anm, void() touchfunc, vector vel, float anim_finished)
421 {
422         if(!Monster_CanJump(vel))
423                 return FALSE;
424
425         self.frame = anm;
426         self.state = MONSTER_STATE_ATTACK_LEAP;
427         self.touch = touchfunc;
428         self.origin_z += 1;
429         self.velocity = vel;
430         self.flags &= ~FL_ONGROUND;
431
432         self.attack_finished_single = time + anim_finished;
433
434         return TRUE;
435 }
436
437 void monster_checkattack(entity e, entity targ)
438 {
439         if(e == world)
440                 return;
441         if(targ == world)
442                 return;
443
444         if(!e.monster_attackfunc)
445                 return;
446
447         if(time < e.attack_finished_single)
448                 return;
449
450         if(vlen(targ.origin - e.origin) <= e.attack_range)
451         if(e.monster_attackfunc(MONSTER_ATTACK_MELEE))
452         {
453                 MonsterSound(monstersound_melee, 0, FALSE, CH_VOICE);
454                 return;
455         }
456
457         if(vlen(targ.origin - e.origin) > e.attack_range)
458         if(e.monster_attackfunc(MONSTER_ATTACK_RANGED))
459         {
460                 MonsterSound(monstersound_ranged, 0, FALSE, CH_VOICE);
461                 return;
462         }
463 }
464
465 void monster_use ()
466 {
467         if(!self.enemy)
468         if(self.health > 0)
469         if(monster_isvalidtarget(activator, self))
470                 self.enemy = activator;
471 }
472
473 .float last_trace;
474 .float last_enemycheck; // for checking enemy
475 vector monster_pickmovetarget(entity targ)
476 {
477         // enemy is always preferred target
478         if(self.enemy)
479         {
480                 vector targ_origin = ((self.enemy.absmin + self.enemy.absmax) * 0.5);
481                 targ_origin = WarpZone_RefSys_TransformOrigin(self.enemy, self, targ_origin); // origin of target as seen by the monster (us)
482                 WarpZone_TraceLine(self.origin, targ_origin, MOVE_NOMONSTERS, self);
483                 
484                 if((self.enemy == world)
485                         || (self.enemy.deadflag != DEAD_NO || self.enemy.health < 1)
486                         || (self.enemy.freezetag_frozen)
487                         || (self.enemy.flags & FL_NOTARGET)
488                         || (self.enemy.alpha < 0.5)
489                         || (self.enemy.takedamage == DAMAGE_NO)
490                         || (vlen(self.origin - targ_origin) > self.target_range)
491                         || ((trace_fraction < 1) && (trace_ent != self.enemy)))
492                         //|| (time > self.ctf_droptime + autocvar_g_ctf_pass_timelimit)) // TODO: chase timelimit?
493                 {
494                         self.enemy = world;
495                         self.pass_distance = 0;
496                 }
497                 
498                 if(self.enemy)
499                 {
500                         /*WarpZone_TrailParticles(world, particleeffectnum("red_pass"), self.origin, targ_origin);
501                         print("Trace origin: ", vtos(targ_origin), "\n");
502                         print("Target origin: ", vtos(self.enemy.origin), "\n");
503                         print("My origin: ", vtos(self.origin), "\n"); */
504                         
505                         self.monster_movestate = MONSTER_MOVE_ENEMY;
506                         self.last_trace = time + 1.2;
507                         return targ_origin;
508                 }
509         
510                 /*makevectors(self.angles);
511                 self.monster_movestate = MONSTER_MOVE_ENEMY;
512                 self.last_trace = time + 1.2;
513                 return self.enemy.origin; */
514         }
515
516         switch(self.monster_moveflags)
517         {
518                 case MONSTER_MOVE_OWNER:
519                 {
520                         self.monster_movestate = MONSTER_MOVE_OWNER;
521                         self.last_trace = time + 0.3;
522                         return (self.monster_owner) ? self.monster_owner.origin : self.origin;
523                 }
524                 case MONSTER_MOVE_SPAWNLOC:
525                 {
526                         self.monster_movestate = MONSTER_MOVE_SPAWNLOC;
527                         self.last_trace = time + 2;
528                         return self.pos1;
529                 }
530                 case MONSTER_MOVE_NOMOVE:
531                 {
532                         self.monster_movestate = MONSTER_MOVE_NOMOVE;
533                         self.last_trace = time + 2;
534                         return self.origin;
535                 }
536                 default:
537                 case MONSTER_MOVE_WANDER:
538                 {
539                         vector pos;
540                         self.monster_movestate = MONSTER_MOVE_WANDER;
541
542                         if(targ)
543                         {
544                                 self.last_trace = time + 0.5;
545                                 pos = targ.origin;
546                         }
547                         else
548                         {
549                                 self.last_trace = time + self.wander_delay;
550
551                                 self.angles_y = rint(random() * 500);
552                                 makevectors(self.angles);
553                                 pos = self.origin + v_forward * self.wander_distance;
554
555                                 if(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM))
556                                 {
557                                         pos_z = random() * 200;
558                                         if(random() >= 0.5)
559                                                 pos_z *= -1;
560                                 }
561                         }
562
563                         return pos;
564                 }
565         }
566 }
567
568 void monster_CalculateVelocity(entity mon, vector to, vector from, float turnrate, float movespeed)
569 {
570         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
571         float initial_height = 0; //min(50, (targ_distance * tanh(20)));
572         float current_height = (initial_height * min(1, (current_distance / self.pass_distance)));
573         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
574
575         vector targpos;
576         if(current_height) // make sure we can actually do this arcing path
577         {
578                 targpos = (to + ('0 0 1' * current_height));
579                 WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
580                 if(trace_fraction < 1)
581                 {
582                         //print("normal arc line failed, trying to find new pos...");
583                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, mon);
584                         targpos = (trace_endpos + '0 0 -10');
585                         WarpZone_TraceLine(mon.origin, targpos, MOVE_NOMONSTERS, mon);
586                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
587                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
588                 }
589         }
590         else { targpos = to; }
591
592         //mon.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
593
594         vector desired_direction = normalize(targpos - from);
595         if(turnrate) { mon.velocity = (normalize(normalize(mon.velocity) + (desired_direction * 50)) * movespeed); }
596         else { mon.velocity = (desired_direction * movespeed); }
597
598         //mon.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
599         //mon.angles = vectoangles(mon.velocity);
600 }
601
602 void monster_move(float runspeed, float walkspeed, float stopspeed, float manim_run, float manim_walk, float manim_idle)
603 {
604         //fixedmakevectors(self.angles);
605
606         if(self.target2)
607                 self.goalentity = find(world, targetname, self.target2);
608
609         entity targ;
610
611         if(self.flags & FL_SWIM)
612         {
613                 if(self.waterlevel < WATERLEVEL_WETFEET)
614                 {
615                         if(time >= self.last_trace)
616                         {
617                                 self.fish_wasdrowning = TRUE;
618                                 self.last_trace = time + 0.4;
619
620                                 Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
621                                 self.angles = '90 90 0';
622                                 if(random() < 0.5)
623                                 {
624                                         self.velocity_y += random() * 50;
625                                         self.velocity_x -= random() * 50;
626                                 }
627                                 else
628                                 {
629                                         self.velocity_y -= random() * 50;
630                                         self.velocity_x += random() * 50;
631                                 }
632                                 self.velocity_z += random() * 150;
633                         }
634
635
636                         self.movetype = MOVETYPE_BOUNCE;
637                         //self.velocity_z = -200;
638
639                         return;
640                 }
641                 else if(self.fish_wasdrowning)
642                 {
643                         self.fish_wasdrowning = FALSE;
644                         self.angles_x = 0;
645                         self.movetype = MOVETYPE_WALK;
646                 }
647         }
648
649         targ = self.goalentity;
650
651         monster_target = targ;
652         monster_speed_run = runspeed;
653         monster_speed_walk = walkspeed;
654
655         if(MUTATOR_CALLHOOK(MonsterMove) || gameover || self.draggedby != world || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < self.spawn_time)
656         {
657                 runspeed = walkspeed = 0;
658                 if(time >= self.spawn_time)
659                         self.frame = manim_idle;
660                 movelib_beak_simple(stopspeed);
661                 return;
662         }
663
664         targ = monster_target;
665         runspeed = bound(0, monster_speed_run * Monster_SkillModifier(), runspeed * 2); // limit maxspeed to prevent craziness
666         walkspeed = bound(0, monster_speed_walk * Monster_SkillModifier(), walkspeed * 2); // limit maxspeed to prevent craziness
667
668         if(time < self.spider_slowness)
669         {
670                 runspeed *= 0.5;
671                 walkspeed *= 0.5;
672         }
673
674         if(teamplay)
675         if(autocvar_g_monsters_teams)
676         if(DIFF_TEAM(self.monster_owner, self))
677                 self.monster_owner = world;
678
679         if(time >= self.last_enemycheck)
680         {
681                 if(!self.enemy)
682                 {
683                         self.enemy = FindTarget(self);
684                         if(self.enemy)
685                         {
686                                 WarpZone_RefSys_Copy(self.enemy, self);
687                                 WarpZone_RefSys_AddInverse(self.enemy, self); // wz1^-1 ... wzn^-1 receiver
688                                 self.moveto = WarpZone_RefSys_TransformOrigin(self.enemy, self, (0.5 * (self.enemy.absmin + self.enemy.absmax)));
689                                 
690                                 self.pass_distance = vlen((('1 0 0' * self.enemy.origin_x) + ('0 1 0' * self.enemy.origin_y)) - (('1 0 0' *  self.origin_x) + ('0 1 0' *  self.origin_y)));
691                                 MonsterSound(monstersound_sight, 0, FALSE, CH_VOICE);
692                         }
693                 }
694
695                 self.last_enemycheck = time + 1; // check for enemies every second
696         }
697
698         if(self.state == MONSTER_STATE_ATTACK_MELEE && time >= self.attack_finished_single)
699                 self.state = 0;
700
701         if(self.state != MONSTER_STATE_ATTACK_MELEE) // don't move if set
702         if(time >= self.last_trace || self.enemy) // update enemy instantly
703                 self.moveto = monster_pickmovetarget(targ);
704
705         if(!self.enemy)
706                 MonsterSound(monstersound_idle, 7, TRUE, CH_VOICE);
707
708         if(self.state == MONSTER_STATE_ATTACK_LEAP && (self.flags & FL_ONGROUND))
709         {
710                 self.state = 0;
711                 self.touch = MonsterTouch;
712         }
713
714         if(self.state == MONSTER_STATE_ATTACK_MELEE)
715                 self.moveto = self.origin;
716
717         if(self.enemy && self.enemy.vehicle)
718                 runspeed = 0;
719
720         if(!(((self.flags & FL_FLY) && (self.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (self.flags & FL_SWIM)))
721                 //v_forward = normalize(self.moveto - self.origin);
722         //else
723                 self.moveto_z = self.origin_z;
724
725         if(vlen(self.origin - self.moveto) > 64)
726         {
727                 if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
728                         monster_CalculateVelocity(self, self.moveto, self.origin, TRUE, ((self.enemy) ? runspeed : walkspeed));
729                 
730                 /*&if(self.flags & FL_FLY || self.flags & FL_SWIM)
731                         movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
732                 else
733                         movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6); */
734
735                 if(time > self.pain_finished)
736                 if(time > self.attack_finished_single)
737                 if(vlen(self.velocity) > 10)
738                         self.frame = ((self.enemy) ? manim_run : manim_walk);
739                 else
740                         self.frame = manim_idle;
741         }
742         else
743         {
744                 entity e = find(world, targetname, self.target2);
745                 if(e.target2)
746                         self.target2 = e.target2;
747                 else if(e.target)
748                         self.target2 = e.target;
749
750                 movelib_beak_simple(stopspeed);
751                 if(time > self.attack_finished_single)
752                 if(time > self.pain_finished)
753                 if (vlen(self.velocity) <= 30)
754                         self.frame = manim_idle;
755         }
756         
757         self.steerto = steerlib_attract2(self.moveto, 0.5, 500, 0.95);
758         
759         vector real_angle = vectoangles(self.steerto) - self.angles;
760         float turny = 25;
761         if(self.state == MONSTER_STATE_ATTACK_MELEE)
762                 turny = 0;
763         if(turny)
764         {
765                 turny = bound(turny * -1, shortangle_f(real_angle_y, self.angles_y), turny);
766                 self.angles_y += turny;
767         }
768
769         monster_checkattack(self, self.enemy);
770 }
771
772 void monster_remove(entity mon)
773 {
774         if(!mon)
775                 return; // nothing to remove
776
777         pointparticles(particleeffectnum("item_pickup"), mon.origin, '0 0 0', 1);
778
779         if(mon.weaponentity)
780                 remove(mon.weaponentity);
781
782         WaypointSprite_Kill(mon.sprite);
783
784         remove(mon);
785 }
786
787 void monster_dead_think()
788 {
789         self.nextthink = time + self.ticrate;
790
791         CSQCMODEL_AUTOUPDATE();
792
793         if(self.monster_lifetime != 0)
794         if(time >= self.monster_lifetime)
795         {
796                 Monster_Fade();
797                 return;
798         }
799 }
800
801 void monsters_setstatus()
802 {
803         self.stat_monsters_total = monsters_total;
804         self.stat_monsters_killed = monsters_killed;
805 }
806
807 void Monster_Appear()
808 {
809         self.enemy = activator;
810         self.spawnflags &= ~MONSTERFLAG_APPEAR; // otherwise, we get an endless loop
811         monster_initialize(self.monsterid);
812 }
813
814 float Monster_CheckAppearFlags(entity ent, float monster_id)
815 {
816         if(!(ent.spawnflags & MONSTERFLAG_APPEAR))
817                 return FALSE;
818
819         ent.think = func_null;
820         ent.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
821         ent.nextthink = 0;
822         ent.use = Monster_Appear;
823         ent.flags = FL_MONSTER; // set so this monster can get butchered
824
825         return TRUE;
826 }
827
828 void monsters_reset()
829 {
830         setorigin(self, self.pos1);
831         self.angles = self.pos2;
832
833         self.health = self.max_health;
834         self.velocity = '0 0 0';
835         self.enemy = world;
836         self.goalentity = world;
837         self.attack_finished_single = 0;
838         self.moveto = self.origin;
839 }
840
841 void monsters_corpse_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
842 {
843         self.health -= damage;
844
845         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
846
847         if(self.health <= -100) // 100 health until gone?
848         {
849                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
850
851                 // number of monsters spawned with mobspawn command
852                 totalspawned -= 1;
853
854                 if(IS_CLIENT(self.realowner))
855                         self.realowner.monstercount -= 1;
856
857                 self.think = SUB_Remove;
858                 self.nextthink = time + 0.1;
859                 self.event_damage = func_null;
860         }
861 }
862
863 void monster_die(entity attacker, float gibbed)
864 {
865         self.think = monster_dead_think;
866         self.nextthink = time;
867         self.monster_lifetime = time + 5;
868
869         monster_dropitem();
870
871         MonsterSound(monstersound_death, 0, FALSE, CH_VOICE);
872
873         if(!(self.spawnflags & MONSTERFLAG_SPAWNED) && !(self.spawnflags & MONSTERFLAG_RESPAWNED))
874                 monsters_killed += 1;
875
876         if(IS_PLAYER(attacker))
877         if(autocvar_g_monsters_score_spawned || !((self.spawnflags & MONSTERFLAG_SPAWNED) || (self.spawnflags & MONSTERFLAG_RESPAWNED)))
878                 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
879
880         if(gibbed)
881         {
882                 // number of monsters spawned with mobspawn command
883                 totalspawned -= 1;
884
885                 if(IS_CLIENT(self.realowner))
886                         self.realowner.monstercount -= 1;
887         }
888
889         if(self.candrop && self.weapon)
890                 W_ThrowNewWeapon(self, self.weapon, 0, self.origin, randomvec() * 150 + '0 0 325');
891
892         self.event_damage       = ((gibbed) ? func_null : monsters_corpse_damage);
893         self.solid                      = SOLID_CORPSE;
894         self.takedamage         = DAMAGE_AIM;
895         self.deadflag           = DEAD_DEAD;
896         self.enemy                      = world;
897         self.movetype           = MOVETYPE_TOSS;
898         self.moveto                     = self.origin;
899         self.touch                      = MonsterTouch; // reset incase monster was pouncing
900         self.reset                      = func_null;
901         self.state                      = 0;
902         self.attack_finished_single = 0;
903
904         if(!((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
905                 self.velocity = '0 0 0';
906
907         MON_ACTION(self.monsterid, MR_DEATH);
908 }
909
910 void monsters_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
911 {
912         if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL)
913                 return;
914
915         if(time < self.pain_finished && deathtype != DEATH_KILL)
916                 return;
917
918         if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
919                 return;
920
921         if(deathtype == DEATH_FALL && self.draggedby != world)
922                 return;
923
924         vector v;
925         float take, save;
926
927         v = healtharmor_applydamage(self.armorvalue, self.m_armor_blockpercent, deathtype, damage);
928         take = v_x;
929         save = v_y;
930
931         self.health -= take;
932
933         WaypointSprite_UpdateHealth(self.sprite, self.health);
934
935         self.dmg_time = time;
936
937         if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
938                 spamsound (self, CH_PAIN, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
939
940         self.velocity += force * self.damageforcescale;
941
942         if(deathtype != DEATH_DROWN)
943         {
944                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
945                 if (take > 50)
946                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
947                 if (take > 100)
948                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
949         }
950
951         if(self.health <= 0)
952         {
953                 if(deathtype == DEATH_KILL)
954                         self.candrop = FALSE; // killed by mobkill command
955
956                 // TODO: fix this?
957                 activator = attacker;
958                 other = self.enemy;
959                 SUB_UseTargets();
960                 self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
961
962                 monster_die(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
963
964                 WaypointSprite_Kill(self.sprite);
965
966                 frag_attacker = attacker;
967                 frag_target = self;
968                 MUTATOR_CALLHOOK(MonsterDies);
969
970                 if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
971                 {
972                         Violence_GibSplash(self, 1, 0.5, attacker);
973
974                         self.think = SUB_Remove;
975                         self.nextthink = time + 0.1;
976                 }
977         }
978 }
979
980 void monster_setupcolors()
981 {
982         if(IS_PLAYER(self.monster_owner))
983                 self.colormap = self.monster_owner.colormap;
984         else if(teamplay && self.team)
985                 self.colormap = 1024 + (self.team - 1) * 17;
986         else
987         {
988                 if(self.monster_skill <= MONSTER_SKILL_EASY)
989                         self.colormap = 1029;
990                 else if(self.monster_skill <= MONSTER_SKILL_MEDIUM)
991                         self.colormap = 1027;
992                 else if(self.monster_skill <= MONSTER_SKILL_HARD)
993                         self.colormap = 1038;
994                 else if(self.monster_skill <= MONSTER_SKILL_INSANE)
995                         self.colormap = 1028;
996                 else if(self.monster_skill <= MONSTER_SKILL_NIGHTMARE)
997                         self.colormap = 1032;
998                 else
999                         self.colormap = 1024;
1000         }
1001 }
1002
1003 void monster_think()
1004 {
1005         self.think = monster_think;
1006         self.nextthink = self.ticrate;
1007
1008         if(self.monster_lifetime)
1009         if(time >= self.monster_lifetime)
1010         {
1011                 Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
1012                 return;
1013         }
1014
1015         MON_ACTION(self.monsterid, MR_THINK);
1016
1017         CSQCMODEL_AUTOUPDATE();
1018 }
1019
1020 float monster_spawn()
1021 {
1022         MON_ACTION(self.monsterid, MR_SETUP);
1023
1024         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1025         {
1026                 Monster_CheckMinibossFlag();
1027                 self.health *= Monster_SkillModifier();
1028         }
1029
1030         self.max_health = self.health;
1031         self.pain_finished = self.nextthink;
1032
1033         if(IS_PLAYER(self.monster_owner))
1034                 self.effects |= EF_DIMLIGHT;
1035
1036         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1037         if(!self.skin)
1038                 self.skin = rint(random() * 4);
1039
1040         if(!self.attack_range)
1041                 self.attack_range = autocvar_g_monsters_attack_range;
1042
1043         if(!self.wander_delay) { self.wander_delay = 2; }
1044         if(!self.wander_distance) { self.wander_distance = 600; }
1045
1046         precache_monstersounds();
1047         UpdateMonsterSounds();
1048
1049         if(teamplay)
1050                 self.monster_attack = TRUE; // we can have monster enemies in team games
1051
1052         MonsterSound(monstersound_spawn, 0, FALSE, CH_VOICE);
1053
1054         WaypointSprite_Spawn(M_NAME(self.monsterid), 0, 1024, self, '0 0 1' * (self.maxs_z + 15), world, self.team, self, sprite, TRUE, RADARICON_DANGER, ((self.team) ? Team_ColorRGB(self.team) : '1 0 0'));
1055         if(!(self.spawnflags & MONSTERFLAG_INVINCIBLE))
1056         {
1057                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
1058                 WaypointSprite_UpdateHealth(self.sprite, self.health);
1059         }
1060
1061         self.think = monster_think;
1062         self.nextthink = time + self.ticrate;
1063
1064         if(MUTATOR_CALLHOOK(MonsterSpawn))
1065                 return FALSE;
1066
1067         return TRUE;
1068 }
1069
1070 float monster_initialize(float mon_id)
1071 {
1072         if(!autocvar_g_monsters) { return FALSE; }
1073                 
1074         if(Monster_CheckAppearFlags(self, mon_id)) { return TRUE; } // return true so the monster isn't removed
1075
1076         entity mon = get_monsterinfo(mon_id);
1077
1078         if(!self.monster_skill)
1079                 self.monster_skill = cvar("g_monsters_skill");
1080
1081         // support for quake style removing monsters based on skill
1082         if(self.monster_skill == MONSTER_SKILL_EASY) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
1083         if(self.monster_skill == MONSTER_SKILL_MEDIUM) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
1084         if(self.monster_skill == MONSTER_SKILL_HARD) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
1085
1086         if(self.team && !teamplay)
1087                 self.team = 0;
1088
1089         if(!(self.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1090         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1091                 monsters_total += 1;
1092
1093         setmodel(self, mon.model);
1094         //setsize(self, mon.mins, mon.maxs);
1095         self.flags                              = FL_MONSTER;
1096         self.takedamage                 = DAMAGE_AIM;
1097         self.bot_attack                 = TRUE;
1098         self.iscreature                 = TRUE;
1099         self.teleportable               = TRUE;
1100         self.damagedbycontents  = TRUE;
1101         self.monsterid                  = mon_id;
1102         self.damageforcescale   = 0;
1103         self.event_damage               = monsters_damage;
1104         self.touch                              = MonsterTouch;
1105         self.use                                = monster_use;
1106         self.solid                              = SOLID_BBOX;
1107         self.movetype                   = MOVETYPE_WALK;
1108         self.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1109         self.enemy                              = world;
1110         self.velocity                   = '0 0 0';
1111         self.moveto                             = self.origin;
1112         self.pos1                               = self.origin;
1113         self.pos2                               = self.angles;
1114         self.reset                              = monsters_reset;
1115         self.netname                    = mon.netname;
1116         self.monster_name               = M_NAME(mon_id);
1117         self.candrop                    = TRUE;
1118         self.view_ofs                   = '0 0 1' * (self.maxs_z * 0.5);
1119         self.oldtarget2                 = self.target2;
1120         self.pass_distance              = 0;
1121         self.deadflag                   = DEAD_NO;
1122         self.noalign                    = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM));
1123         self.spawn_time                 = time;
1124         self.spider_slowness    = 0;
1125         self.gravity                    = 1;
1126         self.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1127
1128         if(!self.scale)
1129                 self.scale = 1;
1130
1131         if(autocvar_g_monsters_edit)
1132                 self.grab = 1; // owner may carry their monster
1133
1134         if(autocvar_g_fullbrightplayers)
1135                 self.effects |= EF_FULLBRIGHT;
1136
1137         if(autocvar_g_nodepthtestplayers)
1138                 self.effects |= EF_NODEPTHTEST;
1139
1140         if(mon.spawnflags & MONSTER_TYPE_SWIM)
1141                 self.flags |= FL_SWIM;
1142
1143         if(mon.spawnflags & MONSTER_TYPE_FLY)
1144         {
1145                 self.flags |= FL_FLY;
1146                 self.movetype = MOVETYPE_FLY;
1147         }
1148
1149         if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1150         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1151                 self.scale *= 1.3;
1152                 
1153         setsize(self, mon.mins * self.scale, mon.maxs * self.scale);
1154
1155         if(!self.ticrate)
1156                 self.ticrate = autocvar_g_monsters_think_delay;
1157
1158         self.ticrate = bound(sys_frametime, self.ticrate, 60);
1159
1160         if(!self.m_armor_blockpercent)
1161                 self.m_armor_blockpercent = 0.5;
1162
1163         if(!self.target_range)
1164                 self.target_range = autocvar_g_monsters_target_range;
1165
1166         if(!self.respawntime)
1167                 self.respawntime = autocvar_g_monsters_respawn_delay;
1168
1169         if(!self.monster_moveflags)
1170                 self.monster_moveflags = MONSTER_MOVE_WANDER;
1171
1172         if(!self.noalign)
1173         {
1174                 setorigin(self, self.origin + '0 0 20');
1175                 tracebox(self.origin + '0 0 64', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
1176                 setorigin(self, trace_endpos);
1177         }
1178
1179         if(!monster_spawn())
1180                 return FALSE;
1181
1182         if(!(self.spawnflags & MONSTERFLAG_RESPAWNED))
1183                 monster_setupcolors();
1184
1185         CSQCMODEL_AUTOINIT();
1186
1187         return TRUE;
1188 }