1 #include "sv_monsters.qh"
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
9 #include "../physics/movelib.qh"
10 #include "../weapons/_mod.qh"
11 #include <server/autocvars.qh>
12 #include <server/defs.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/mutators/_mod.qh>
15 #include <server/steerlib.qh>
16 #include "../turrets/sv_turrets.qh"
17 #include "../turrets/util.qh"
18 #include "../vehicles/all.qh"
19 #include <server/campaign.qh>
20 #include <server/command/_mod.qh>
21 #include "../triggers/triggers.qh"
22 #include <lib/csqcmodel/sv_model.qh>
23 #include <server/round_handler.qh>
24 #include <server/weapons/_mod.qh>
26 void monsters_setstatus(entity this)
28 this.stat_monsters_total = monsters_total;
29 this.stat_monsters_killed = monsters_killed;
32 void monster_dropitem(entity this, entity attacker)
34 if(!this.candrop || !this.monster_loot)
37 vector org = CENTER_OR_VIEWOFS(this);
38 entity e = new(droppedweapon); // use weapon handling to remove it on touch
39 e.spawnfunc_checked = true;
41 e.monster_loot = this.monster_loot;
43 MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44 e = M_ARGV(1, entity);
46 if(e && e.monster_loot)
51 set_movetype(e, MOVETYPE_TOSS);
54 e.velocity = randomvec() * 175 + '0 0 325';
55 e.item_spawnshieldtime = time + 0.7;
56 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
60 void monster_makevectors(entity this, entity targ)
64 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
65 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
66 this.v_angle_x = -this.v_angle_x;
69 makevectors(this.v_angle);
76 bool Monster_ValidTarget(entity this, entity targ)
78 // ensure we're not checking nonexistent monster/target
79 if(!this || !targ) { return false; }
82 || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
83 || (IS_VEHICLE(targ) && !((Monsters_from(this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
84 || (time < game_starttime) // monsters do nothing before match has started
85 || (targ.takedamage == DAMAGE_NO)
86 || (targ.items & IT_INVISIBILITY)
87 || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
88 || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || targ.health <= 0 || this.health <= 0))
89 || (this.monster_follow == targ || targ.monster_follow == this)
90 || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
91 || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
92 || (SAME_TEAM(targ, this))
93 || (STAT(FROZEN, targ))
94 || (targ.alpha != 0 && targ.alpha < 0.5)
95 || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
98 // if any of the above checks fail, target is not valid
102 traceline(this.origin + this.view_ofs, targ.origin, MOVE_NOMONSTERS, this);
104 if(trace_fraction < 1)
105 return false; // solid
107 if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108 if(this.enemy != targ)
110 makevectors (this.angles);
111 float dot = normalize (targ.origin - this.origin) * v_forward;
113 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
116 return true; // this target is valid!
119 entity Monster_FindTarget(entity this)
121 if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
123 entity closest_target = NULL;
124 vector my_center = CENTER_OR_VIEWOFS(this);
126 // find the closest acceptable target to pass to
127 FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
129 if(Monster_ValidTarget(this, it))
131 // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
132 vector targ_center = CENTER_OR_VIEWOFS(it);
136 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
137 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
138 { closest_target = it; }
140 else { closest_target = it; }
144 return closest_target;
147 void monster_setupcolors(entity this)
149 if(IS_PLAYER(this.realowner))
150 this.colormap = this.realowner.colormap;
151 else if(teamplay && this.team)
152 this.colormap = 1024 + (this.team - 1) * 17;
155 if(this.monster_skill <= MONSTER_SKILL_EASY)
156 this.colormap = 1029;
157 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
158 this.colormap = 1027;
159 else if(this.monster_skill <= MONSTER_SKILL_HARD)
160 this.colormap = 1038;
161 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
162 this.colormap = 1028;
163 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
164 this.colormap = 1032;
166 this.colormap = 1024;
170 void monster_changeteam(entity this, int newteam)
172 if(!teamplay) { return; }
175 this.monster_attack = true; // new team, activate attacking
176 monster_setupcolors(this);
180 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
182 this.sprite.team = newteam;
183 this.sprite.SendFlags |= 1;
187 .void(entity) monster_delayedfunc;
188 void Monster_Delay_Action(entity this)
190 if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
195 setthink(this, Monster_Delay_Action);
196 this.nextthink = time + this.count;
200 setthink(this, SUB_Remove);
201 this.nextthink = time;
205 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
207 // deferred attacking, checks if monster is still alive and target is still valid before attacking
210 setthink(e, Monster_Delay_Action);
211 e.nextthink = time + defer_amnt;
212 e.count = defer_amnt;
214 e.monster_delayedfunc = func;
215 e.cnt = repeat_count;
223 string get_monster_model_datafilename(string m, float sk, string fil)
228 m = "models/monsters/*_";
230 m = strcat(m, ftos(sk));
233 return strcat(m, ".", fil);
236 void Monster_Sound_Precache(string f)
240 fh = fopen(f, FILE_READ);
243 while((s = fgets(fh)))
245 if(tokenize_console(s) != 3)
247 LOG_TRACE("Invalid sound info line: ", s);
250 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
255 void Monster_Sounds_Precache(entity this)
257 string m = (Monsters_from(this.monsterid)).m_model.model_str();
258 float globhandle, n, i;
261 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
264 n = search_getsize(globhandle);
265 for (i = 0; i < n; ++i)
267 //print(search_getfilename(globhandle, i), "\n");
268 f = search_getfilename(globhandle, i);
269 Monster_Sound_Precache(f);
271 search_end(globhandle);
274 void Monster_Sounds_Clear(entity this)
276 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
281 .string Monster_Sound_SampleField(string type)
283 GetMonsterSoundSampleField_notFound = 0;
286 #define _MSOUND(m) case #m: return monstersound_##m;
290 GetMonsterSoundSampleField_notFound = 1;
294 bool Monster_Sounds_Load(entity this, string f, int first)
298 float fh = fopen(f, FILE_READ);
301 LOG_TRACE("Monster sound file not found: ", f);
304 while((s = fgets(fh)))
306 if(tokenize_console(s) != 3)
308 field = Monster_Sound_SampleField(argv(0));
309 if(GetMonsterSoundSampleField_notFound)
312 strunzone(this.(field));
313 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
319 .int skin_for_monstersound;
320 void Monster_Sounds_Update(entity this)
322 if(this.skin == this.skin_for_monstersound) { return; }
324 this.skin_for_monstersound = this.skin;
325 Monster_Sounds_Clear(this);
326 if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
327 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
330 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
332 if(!autocvar_g_monsters_sounds) { return; }
335 if(time < this.msound_delay)
337 GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
339 this.msound_delay = time + sound_delay;
343 // =======================
344 // Monster attack handlers
345 // =======================
347 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
349 if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
351 setanim(this, anim, false, true, false);
353 if(this.animstate_endtime > time && IS_MONSTER(this))
354 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
356 this.attack_finished_single[0] = this.anim_finished = time + animtime;
358 monster_makevectors(this, targ);
360 traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
362 if(trace_ent.takedamage)
363 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, trace_ent.origin, normalize(trace_ent.origin - this.origin));
368 bool Monster_Attack_Leap_Check(entity this, vector vel)
370 if(this.state && IS_MONSTER(this))
371 return false; // already attacking
372 if(!IS_ONGROUND(this))
373 return false; // not on the ground
374 if(this.health <= 0 || IS_DEAD(this))
375 return false; // called when dead?
376 if(time < this.attack_finished_single[0])
377 return false; // still attacking
379 vector old = this.velocity;
382 tracetoss(this, this);
384 if(trace_ent != this.enemy)
390 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
392 if(!Monster_Attack_Leap_Check(this, vel))
395 setanim(this, anm, false, true, false);
397 if(this.animstate_endtime > time && IS_MONSTER(this))
398 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
400 this.attack_finished_single[0] = this.anim_finished = time + animtime;
403 this.state = MONSTER_ATTACK_RANGED;
404 settouch(this, touchfunc);
407 UNSET_ONGROUND(this);
412 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
414 int slot = weaponslot(weaponentity);
417 || (!this.monster_attackfunc)
418 || (time < this.attack_finished_single[slot])
421 if(vdist(targ.origin - this.origin, <=, this.attack_range))
423 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
424 if(attack_success == 1)
425 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
426 else if(attack_success > 0)
430 if(vdist(targ.origin - this.origin, >, this.attack_range))
432 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
433 if(attack_success == 1)
434 Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
435 else if(attack_success > 0)
441 // ======================
442 // Main monster functions
443 // ======================
445 void Monster_UpdateModel(entity this)
447 // assume some defaults
448 /*this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0');
449 this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0');
450 this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0');
451 this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0');
452 this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0');
453 this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0');
454 this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0');
455 this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0');
456 this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0');
457 this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0');*/
459 // then get the real values
460 Monster mon = Monsters_from(this.monsterid);
461 mon.mr_anim(mon, this);
464 void Monster_Touch(entity this, entity toucher)
466 if(toucher == NULL) { return; }
468 if(toucher.monster_attack)
469 if(this.enemy != toucher)
470 if(!IS_MONSTER(toucher))
471 if(Monster_ValidTarget(this, toucher))
472 this.enemy = toucher;
475 void Monster_Miniboss_Check(entity this)
477 if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
480 float chance = random() * 100;
482 // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
483 if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
485 this.health += autocvar_g_monsters_miniboss_healthboost;
486 this.effects |= EF_RED;
488 this.weapon = WEP_VORTEX.m_id;
492 bool Monster_Respawn_Check(entity this)
494 if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
495 if(MUTATOR_CALLHOOK(MonsterRespawn, this))
496 return true; // enabled by a mutator
498 if(this.spawnflags & MONSTERFLAG_NORESPAWN)
501 if(!autocvar_g_monsters_respawn)
507 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
511 void Monster_Dead_Fade(entity this)
513 if(Monster_Respawn_Check(this))
515 this.spawnflags |= MONSTERFLAG_RESPAWNED;
516 setthink(this, Monster_Respawn);
517 this.nextthink = time + this.respawntime;
518 this.monster_lifetime = 0;
519 this.deadflag = DEAD_RESPAWNING;
520 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
522 this.pos1 = this.origin;
523 this.pos2 = this.angles;
525 this.event_damage = func_null;
526 this.takedamage = DAMAGE_NO;
527 setorigin(this, this.pos1);
528 this.angles = this.pos2;
529 this.health = this.max_health;
530 setmodel(this, MDL_Null);
534 // number of monsters spawned with mobspawn command
537 SUB_SetFade(this, time + 3, 1);
541 void Monster_Use(entity this, entity actor, entity trigger)
543 if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
546 .float pass_distance;
547 vector Monster_Move_Target(entity this, entity targ)
549 // enemy is always preferred target
552 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
553 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
554 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
556 // cases where the enemy may have changed their state (don't need to check everything here)
558 || (IS_DEAD(this.enemy) || this.enemy.health < 1)
559 || (STAT(FROZEN, this.enemy))
560 || (this.enemy.flags & FL_NOTARGET)
561 || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
562 || (this.enemy.takedamage == DAMAGE_NO)
563 || (vdist(this.origin - targ_origin, >, this.target_range))
564 || ((trace_fraction < 1) && (trace_ent != this.enemy)))
567 this.pass_distance = 0;
572 /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
573 print("Trace origin: ", vtos(targ_origin), "\n");
574 print("Target origin: ", vtos(this.enemy.origin), "\n");
575 print("My origin: ", vtos(this.origin), "\n"); */
577 this.monster_movestate = MONSTER_MOVE_ENEMY;
578 this.last_trace = time + 1.2;
579 if(this.monster_moveto)
580 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
585 /*makevectors(this.angles);
586 this.monster_movestate = MONSTER_MOVE_ENEMY;
587 this.last_trace = time + 1.2;
588 return this.enemy.origin; */
591 switch(this.monster_moveflags)
593 case MONSTER_MOVE_FOLLOW:
595 this.monster_movestate = MONSTER_MOVE_FOLLOW;
596 this.last_trace = time + 0.3;
597 return (this.monster_follow) ? this.monster_follow.origin : this.origin;
599 case MONSTER_MOVE_SPAWNLOC:
601 this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
602 this.last_trace = time + 2;
605 case MONSTER_MOVE_NOMOVE:
607 if(this.monster_moveto)
609 this.last_trace = time + 0.5;
610 return this.monster_moveto;
614 this.monster_movestate = MONSTER_MOVE_NOMOVE;
615 this.last_trace = time + 2;
620 case MONSTER_MOVE_WANDER:
623 this.monster_movestate = MONSTER_MOVE_WANDER;
625 if(this.monster_moveto)
627 this.last_trace = time + 0.5;
628 pos = this.monster_moveto;
632 this.last_trace = time + 0.5;
637 this.last_trace = time + this.wander_delay;
639 this.angles_y = rint(random() * 500);
640 makevectors(this.angles);
641 pos = this.origin + v_forward * this.wander_distance;
643 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
645 pos.z = random() * 200;
656 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
658 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
659 float initial_height = 0; //min(50, (targ_distance * tanh(20)));
660 float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
661 //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
664 if(current_height) // make sure we can actually do this arcing path
666 targpos = (to + ('0 0 1' * current_height));
667 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
668 if(trace_fraction < 1)
670 //print("normal arc line failed, trying to find new pos...");
671 WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
672 targpos = (trace_endpos + '0 0 -10');
673 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
674 if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
675 /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
678 else { targpos = to; }
680 //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
682 vector desired_direction = normalize(targpos - from);
683 if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
684 else { this.velocity = (desired_direction * movespeed); }
686 //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
687 //this.angles = vectoangles(this.velocity);
693 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
695 // update goal entity if lost
696 if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
698 if(STAT(FROZEN, this) == 2)
700 this.revive_progress = bound(0, this.revive_progress + this.ticrate * this.revive_speed, 1);
701 this.health = max(1, this.revive_progress * this.max_health);
702 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
704 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
705 WaypointSprite_UpdateHealth(this.sprite, this.health);
707 movelib_brake_simple(this, stpspeed);
708 setanim(this, this.anim_idle, true, false, false);
711 this.nextthink = time + this.ticrate;
713 if(this.revive_progress >= 1)
718 else if(STAT(FROZEN, this) == 3)
720 this.revive_progress = bound(0, this.revive_progress - this.ticrate * this.revive_speed, 1);
721 this.health = max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * this.revive_progress );
723 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
724 WaypointSprite_UpdateHealth(this.sprite, this.health);
726 movelib_brake_simple(this, stpspeed);
727 setanim(this, this.anim_idle, true, false, false);
730 this.nextthink = time + this.ticrate;
736 if(this.event_damage)
737 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
740 else if ( this.revive_progress <= 0 )
746 if(this.flags & FL_SWIM)
748 if(this.waterlevel < WATERLEVEL_WETFEET)
750 if(time >= this.last_trace)
752 this.last_trace = time + 0.4;
754 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
755 this.angles = '90 90 0';
758 this.velocity_y += random() * 50;
759 this.velocity_x -= random() * 50;
763 this.velocity_y -= random() * 50;
764 this.velocity_x += random() * 50;
766 this.velocity_z += random() * 150;
770 set_movetype(this, MOVETYPE_BOUNCE);
771 //this.velocity_z = -200;
775 else if(this.move_movetype == MOVETYPE_BOUNCE)
778 set_movetype(this, MOVETYPE_WALK);
782 entity targ = this.goalentity;
784 if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
786 || this.draggedby != NULL
787 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
788 || time < game_starttime
789 || (autocvar_g_campaign && !campaign_bots_may_start)
790 || time < this.spawn_time)
792 runspeed = walkspeed = 0;
793 if(time >= this.spawn_time)
794 setanim(this, this.anim_idle, true, false, false);
795 movelib_brake_simple(this, stpspeed);
799 targ = M_ARGV(3, entity);
800 runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
801 walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
803 if(teamplay && autocvar_g_monsters_teams)
804 if(DIFF_TEAM(this.monster_follow, this))
805 this.monster_follow = NULL;
807 if(time >= this.last_enemycheck)
811 this.enemy = Monster_FindTarget(this);
814 WarpZone_RefSys_Copy(this.enemy, this);
815 WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
816 this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
817 this.monster_moveto = '0 0 0';
818 this.monster_face = '0 0 0';
820 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)));
821 Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
825 this.last_enemycheck = time + 1; // check for enemies every second
828 if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
831 settouch(this, Monster_Touch);
834 if(this.state && time >= this.attack_finished_single[0])
835 this.state = 0; // attack is over
837 if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
838 if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
839 this.moveto = Monster_Move_Target(this, targ);
842 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
844 if(this.state == MONSTER_ATTACK_MELEE)
845 this.moveto = this.origin;
847 if(this.enemy && this.enemy.vehicle)
850 if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
851 this.moveto_z = this.origin_z;
853 if(vdist(this.origin - this.moveto, >, 100))
855 bool do_run = (this.enemy || this.monster_moveto);
856 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
857 Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
859 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
861 if(vdist(this.velocity, >, 10))
862 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
864 setanim(this, this.anim_idle, true, false, false);
868 entity e = this.goalentity; //find(NULL, targetname, this.target2);
870 this.target2 = e.target2;
871 else if(e.target) // compatibility
872 this.target2 = e.target;
874 movelib_brake_simple(this, stpspeed);
875 if(time > this.anim_finished && time > this.pain_finished)
877 if(vdist(this.velocity, <=, 30))
878 setanim(this, this.anim_idle, true, false, false);
881 this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
883 vector real_angle = vectoangles(this.steerto) - this.angles;
885 if(this.state == MONSTER_ATTACK_MELEE)
889 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
890 this.angles_y += turny;
893 .entity weaponentity = weaponentities[0]; // TODO?
894 Monster_Attack_Check(this, this.enemy, weaponentity);
897 void Monster_Remove(entity this)
900 return; // don't remove it?
902 if(!this) { return; }
904 if(!MUTATOR_CALLHOOK(MonsterRemove, this))
905 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
907 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
909 .entity weaponentity = weaponentities[slot];
910 if(this.(weaponentity))
911 delete(this.(weaponentity));
913 if(this.iceblock) { delete(this.iceblock); }
914 WaypointSprite_Kill(this.sprite);
918 void Monster_Dead_Think(entity this)
920 this.nextthink = time + this.ticrate;
922 if(this.monster_lifetime != 0)
923 if(time >= this.monster_lifetime)
925 Monster_Dead_Fade(this);
930 void Monster_Appear(entity this, entity actor, entity trigger)
933 Monster_Spawn(this, false, this.monsterid);
936 bool Monster_Appear_Check(entity this, int monster_id)
938 if(!(this.spawnflags & MONSTERFLAG_APPEAR))
941 setthink(this, func_null);
942 this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
944 this.use = Monster_Appear;
945 this.flags = FL_MONSTER; // set so this monster can get butchered
950 void Monster_Reset(entity this)
952 setorigin(this, this.pos1);
953 this.angles = this.pos2;
955 Unfreeze(this); // remove any icy remains
957 this.health = this.max_health;
958 this.velocity = '0 0 0';
960 this.goalentity = NULL;
961 this.attack_finished_single[0] = 0;
962 this.moveto = this.origin;
965 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
967 this.health -= damage;
969 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
971 if(this.health <= -50) // 100 health until gone?
973 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
975 // number of monsters spawned with mobspawn command
978 setthink(this, SUB_Remove);
979 this.nextthink = time + 0.1;
980 this.event_damage = func_null;
984 void Monster_Dead(entity this, entity attacker, float gibbed)
986 setthink(this, Monster_Dead_Think);
987 this.nextthink = time;
988 this.monster_lifetime = time + 5;
990 if(STAT(FROZEN, this))
992 Unfreeze(this); // remove any icy remains
993 this.health = 0; // reset by Unfreeze
996 monster_dropitem(this, attacker);
998 Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
1000 if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1001 monsters_killed += 1;
1003 if(IS_PLAYER(attacker))
1004 if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
1005 PlayerScore_Add(attacker, SP_SCORE, +autocvar_g_monsters_score_kill);
1009 // number of monsters spawned with mobspawn command
1013 this.event_damage = ((gibbed) ? func_null : Monster_Dead_Damage);
1014 this.solid = SOLID_CORPSE;
1015 this.takedamage = DAMAGE_AIM;
1016 this.deadflag = DEAD_DEAD;
1018 set_movetype(this, MOVETYPE_TOSS);
1019 this.moveto = this.origin;
1020 settouch(this, Monster_Touch); // reset incase monster was pouncing
1021 this.reset = func_null;
1023 this.attack_finished_single[0] = 0;
1026 if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1027 this.velocity = '0 0 0';
1029 CSQCModel_UnlinkEntity(this);
1031 Monster mon = Monsters_from(this.monsterid);
1032 mon.mr_death(mon, this);
1034 if(this.candrop && this.weapon)
1036 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1037 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
1041 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1043 if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1046 if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1049 //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1052 if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1055 if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1058 vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1062 Monster mon = Monsters_from(this.monsterid);
1063 take = mon.mr_pain(mon, this, take, attacker, deathtype);
1067 this.health -= take;
1068 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1072 WaypointSprite_UpdateHealth(this.sprite, this.health);
1074 this.dmg_time = time;
1076 if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
1077 spamsound (this, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
1079 this.velocity += force * this.damageforcescale;
1081 if(deathtype != DEATH_DROWN.m_id && take)
1083 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1085 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1087 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1090 if(this.health <= 0)
1092 if(deathtype == DEATH_KILL.m_id)
1093 this.candrop = false; // killed by mobkill command
1096 SUB_UseTargets(this, attacker, this.enemy);
1097 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1099 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1101 WaypointSprite_Kill(this.sprite);
1103 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1105 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1107 Violence_GibSplash(this, 1, 0.5, attacker);
1109 setthink(this, SUB_Remove);
1110 this.nextthink = time + 0.1;
1115 // don't check for enemies, just keep walking in a straight line
1116 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1118 if(gameover || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1121 if(time >= this.spawn_time)
1122 setanim(this, this.anim_idle, true, false, false);
1123 movelib_brake_simple(this, 0.6);
1127 makevectors(this.angles);
1128 vector a = CENTER_OR_VIEWOFS(this);
1129 vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1131 traceline(a, b, MOVE_NORMAL, this);
1133 bool reverse = false;
1134 if(trace_fraction != 1.0)
1136 if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1138 if(trace_ent && IS_MONSTER(trace_ent))
1141 // TODO: fix this... tracing is broken if the floor is thin
1146 traceline(b, a, MOVE_WORLDONLY, this);
1147 if(trace_fraction == 1.0)
1153 this.angles_y = anglemods(this.angles_y - 180);
1154 makevectors(this.angles);
1157 movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1159 if(time > this.pain_finished && time > this.attack_finished_single[0])
1160 if(vdist(this.velocity, >, 10))
1161 setanim(this, this.anim_walk, true, false, false);
1163 setanim(this, this.anim_idle, true, false, false);
1166 void Monster_Anim(entity this)
1168 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1173 // Decide on which death animation to use.
1175 deadbits = ANIMSTATE_DEAD1;
1177 deadbits = ANIMSTATE_DEAD2;
1182 // Clear a previous death animation.
1185 int animbits = deadbits;
1186 if(STAT(FROZEN, this))
1187 animbits |= ANIMSTATE_FROZEN;
1189 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1190 animdecide_setstate(this, animbits, false);
1191 animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1193 /* // weapon entities for monsters?
1194 if (this.weaponentity)
1196 updateanim(this.weaponentity);
1197 if (!this.weaponentity.animstate_override)
1198 setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1203 void Monster_Think(entity this)
1205 setthink(this, Monster_Think);
1206 this.nextthink = time + this.ticrate;
1208 if(this.monster_lifetime && time >= this.monster_lifetime)
1210 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1214 Monster mon = Monsters_from(this.monsterid);
1215 if(mon.mr_think(mon, this))
1216 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1220 CSQCMODEL_AUTOUPDATE(this);
1223 bool Monster_Spawn_Setup(entity this)
1225 Monster mon = Monsters_from(this.monsterid);
1226 mon.mr_setup(mon, this);
1228 // ensure some basic needs are met
1229 if(!this.health) { this.health = 100; }
1230 if(!this.armorvalue) { this.armorvalue = bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9); }
1231 if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1232 if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1233 if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1234 if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1235 if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1237 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1239 Monster_Miniboss_Check(this);
1240 this.health *= MONSTER_SKILLMOD(this);
1243 this.skin = rint(random() * 4);
1246 this.max_health = this.health;
1247 this.pain_finished = this.nextthink;
1249 if(IS_PLAYER(this.monster_follow))
1250 this.effects |= EF_DIMLIGHT;
1252 if(!this.wander_delay) { this.wander_delay = 2; }
1253 if(!this.wander_distance) { this.wander_distance = 600; }
1255 Monster_Sounds_Precache(this);
1256 Monster_Sounds_Update(this);
1259 this.monster_attack = true; // we can have monster enemies in team games
1261 Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1263 if(autocvar_g_monsters_healthbars)
1265 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1266 wp.wp_extra = this.monsterid;
1267 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1268 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1270 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1271 WaypointSprite_UpdateHealth(this.sprite, this.health);
1275 setthink(this, Monster_Think);
1276 this.nextthink = time + this.ticrate;
1278 if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1284 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1286 // setup the basic required properties for a monster
1287 entity mon = Monsters_from(mon_id);
1288 if(!mon.monsterid) { return false; } // invalid monster
1290 if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1292 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1293 IL_PUSH(g_monsters, this);
1295 if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1297 if(!this.monster_skill)
1298 this.monster_skill = cvar("g_monsters_skill");
1300 // support for quake style removing monsters based on skill
1301 if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1302 if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1303 if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1305 if(this.team && !teamplay)
1308 if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1309 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1310 monsters_total += 1;
1312 setmodel(this, mon.m_model);
1313 this.flags = FL_MONSTER;
1314 this.classname = "monster";
1315 this.takedamage = DAMAGE_AIM;
1316 if(!this.bot_attack)
1317 IL_PUSH(g_bot_targets, this);
1318 this.bot_attack = true;
1319 this.iscreature = true;
1320 this.teleportable = true;
1321 if(!this.damagedbycontents)
1322 IL_PUSH(g_damagedbycontents, this);
1323 this.damagedbycontents = true;
1324 this.monsterid = mon_id;
1325 this.event_damage = Monster_Damage;
1326 settouch(this, Monster_Touch);
1327 this.use = Monster_Use;
1328 this.solid = SOLID_BBOX;
1329 set_movetype(this, MOVETYPE_WALK);
1330 this.spawnshieldtime = time + autocvar_g_monsters_spawnshieldtime;
1332 this.velocity = '0 0 0';
1333 this.moveto = this.origin;
1334 this.pos1 = this.origin;
1335 this.pos2 = this.angles;
1336 this.reset = Monster_Reset;
1337 this.netname = mon.netname;
1338 this.monster_attackfunc = mon.monster_attackfunc;
1339 this.monster_name = mon.monster_name;
1340 this.candrop = true;
1341 this.view_ofs = '0 0 0.7' * (this.maxs_z * 0.5);
1342 this.oldtarget2 = this.target2;
1343 this.pass_distance = 0;
1344 this.deadflag = DEAD_NO;
1345 this.spawn_time = time;
1347 this.monster_moveto = '0 0 0';
1348 this.monster_face = '0 0 0';
1349 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1351 if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1352 if(!this.scale) { this.scale = 1; }
1353 if(autocvar_g_monsters_edit) { this.grab = 1; }
1354 if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1355 if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1356 if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1358 if(autocvar_g_playerclip_collisions)
1359 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1361 if(mon.spawnflags & MONSTER_TYPE_FLY)
1363 this.flags |= FL_FLY;
1364 set_movetype(this, MOVETYPE_FLY);
1367 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1369 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1372 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1373 if(autocvar_g_monsters_quake_resize)
1377 setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1379 this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1381 Monster_UpdateModel(this);
1383 if(!Monster_Spawn_Setup(this))
1385 Monster_Remove(this);
1391 setorigin(this, this.origin + '0 0 20');
1392 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1393 setorigin(this, trace_endpos);
1396 if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1397 monster_setupcolors(this);
1399 CSQCMODEL_AUTOINIT(this);