#include "sv_monsters.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void monsters_setstatus(entity this) { STAT(MONSTERS_TOTAL, this) = monsters_total; STAT(MONSTERS_KILLED, this) = monsters_killed; } void monster_dropitem(entity this, entity attacker) { if (!this.candrop || autocvar_g_monsters_drop_time <= 0) return; // TODO: mapper customization (different field?) string itemlist = this.monster_loot; if (this.spawnflags & MONSTERFLAG_MINIBOSS) itemlist = autocvar_g_monsters_miniboss_loot; MUTATOR_CALLHOOK(MonsterDropItem, this, itemlist, attacker); itemlist = M_ARGV(1, string); entity loot_itemdef = Item_RandomFromList(itemlist); if (!loot_itemdef) return; entity e = spawn(); e.monster_item = true; ITEM_SET_LOOT(e, true); e.colormap = this.colormap; e.itemdef = loot_itemdef; setorigin(e, CENTER_OR_VIEWOFS(this)); e.velocity = randomvec() * 175 + '0 0 325'; e.lifetime = autocvar_g_monsters_drop_time; Item_Initialise(e); } bool monster_facing(entity this, entity targ) { // relies on target having an origin makevectors(this.angles); vector targ_org = targ.origin, my_org = this.origin; if (autocvar_g_monsters_target_infront_2d) { targ_org = vec2(targ_org); my_org = vec2(my_org); } float dot = normalize(targ_org - my_org) * v_forward; return !(dot <= autocvar_g_monsters_target_infront_range); } void monster_makevectors(entity this, entity targ) { if (IS_MONSTER(this)) { vector v = targ.origin + (targ.mins + targ.maxs) * 0.5; this.v_angle = vectoangles(v - (this.origin + this.view_ofs)); this.v_angle.x = -this.v_angle.x; } makevectors(this.v_angle); } // =============== // Target handling // =============== bool Monster_ValidTarget(entity this, entity targ, bool skipfacing) { // ensure we're not checking nonexistent monster/target if (!this || !targ) return false; if (targ == this || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless || game_stopped || time < game_starttime // monsters do nothing before match has started || targ.takedamage == DAMAGE_NO || IS_SPEC(targ) || IS_OBSERVER(targ) // don't attack spectators || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0)) || this.monster_follow == targ || targ.monster_follow == this || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET)) || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ)) || SAME_TEAM(targ, this) || (targ.alpha != 0 && targ.alpha < 0.5) || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen || MUTATOR_CALLHOOK(MonsterValidTarget, this, targ)) // if any of the above checks fail, target is not valid return false; vector targ_origin = (targ.absmin + targ.absmax) * 0.5; traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead? if (trace_fraction < 1 && trace_ent != targ) return false; // solid if (!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && this.enemy != targ && !monster_facing(this, targ)) return false; return true; // this target is valid! } entity Monster_FindTarget(entity this) { if (MUTATOR_CALLHOOK(MonsterFindTarget)) return this.enemy; // Handled by a mutator entity closest_target = NULL; vector my_center = CENTER_OR_VIEWOFS(this); float trange; // find the closest acceptable target to pass to IL_EACH(g_monster_targets, it.monster_attack, { trange = this.target_range; if (PHYS_INPUT_BUTTON_CROUCH(it)) trange *= 0.75; // TODO cvar this vector theirmid = (it.absmin + it.absmax) * 0.5; if (vdist(theirmid - this.origin, >, trange) || !Monster_ValidTarget(this, it, false)) continue; // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc) vector targ_center = CENTER_OR_VIEWOFS(it); if (closest_target) { vector closest_target_center = CENTER_OR_VIEWOFS(closest_target); if (vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center)) closest_target = it; } else closest_target = it; }); return closest_target; } void monster_setupcolors(entity this) { if (teamplay && this.team) this.colormap = 1024 + (this.team - 1) * 17; else if (IS_PLAYER(this.realowner)) this.colormap = this.realowner.colormap; else { if (this.monster_skill <= MONSTER_SKILL_EASY) this.colormap = 1126; else if (this.monster_skill <= MONSTER_SKILL_MEDIUM) this.colormap = 1075; else if (this.monster_skill <= MONSTER_SKILL_HARD) this.colormap = 1228; else if (this.monster_skill <= MONSTER_SKILL_INSANE) this.colormap = 1092; else if (this.monster_skill <= MONSTER_SKILL_NIGHTMARE) this.colormap = 1160; else this.colormap = 1024; } if (this.colormap > 0) this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false); else this.glowmod = '1 1 1'; } void monster_changeteam(entity this, int newteam) { if (!teamplay) return; this.team = newteam; if (!this.monster_attack) IL_PUSH(g_monster_targets, this); this.monster_attack = true; // new team, activate attacking monster_setupcolors(this); if (this.sprite) { WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0')); this.sprite.team = newteam; this.sprite.SendFlags |= 1; } } .void(entity) monster_delayedfunc; void Monster_Delay_Action(entity this) { // TODO: maybe do check for facing here if (Monster_ValidTarget(this.owner, this.owner.enemy, false)) { monster_makevectors(this.owner, this.owner.enemy); this.monster_delayedfunc(this.owner); } if (this.cnt > 1) { --this.cnt; setthink(this, Monster_Delay_Action); this.nextthink = time + this.count; } else { setthink(this, SUB_Remove); this.nextthink = time; } } void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func) { // deferred attacking, checks if monster is still alive and target is still valid before attacking entity e = new_pure(Monster_Delay); setthink(e, Monster_Delay_Action); e.nextthink = time + defer_amnt; e.count = defer_amnt; e.owner = this; e.monster_delayedfunc = func; e.cnt = repeat_count; } // ============== // Monster sounds // ============== string get_monster_model_datafilename(string m, float sk, string fil) { if (m) m = strcat(m, "_"); else m = "models/monsters/*_"; if (sk >= 0) m = strcat(m, ftos(sk)); else m = strcat(m, "*"); return strcat(m, ".", fil); } void Monster_Sound_Precache(string f) { float fh = fopen(f, FILE_READ); if (fh < 0) return; string s; while ((s = fgets(fh))) { if (tokenize_console(s) != 3) { //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); } fclose(fh); } void Monster_Sounds_Precache(entity this) { string m = this.monsterdef.m_model.model_str(); float globhandle = search_begin(strcat(m, "_*.sounds"), true, false); if (globhandle < 0) return; float n = search_getsize(globhandle); string f; for (int i = 0; i < n; ++i) { //print(search_getfilename(globhandle, i), "\n"); f = search_getfilename(globhandle, i); Monster_Sound_Precache(f); } search_end(globhandle); } void Monster_Sounds_Clear(entity this) { #define _MSOUND(m) strfree(this.monstersound_##m); ALLMONSTERSOUNDS #undef _MSOUND } .string Monster_Sound_SampleField(string type) { GetMonsterSoundSampleField_notFound = false; switch (type) { #define _MSOUND(m) \ case #m: \ return monstersound_##m; ALLMONSTERSOUNDS #undef _MSOUND } GetMonsterSoundSampleField_notFound = true; return string_null; } bool Monster_Sounds_Load(entity this, string f, int first) { float fh = fopen(f, FILE_READ); if (fh < 0) { //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it return false; } var .string field; string s; while ((s = fgets(fh))) { if (tokenize_console(s) != 3) continue; field = Monster_Sound_SampleField(argv(0)); if (GetMonsterSoundSampleField_notFound) continue; strcpy(this.(field), strcat(argv(1), " ", argv(2))); } fclose(fh); return true; } .int skin_for_monstersound; void Monster_Sounds_Update(entity this) { if (this.skin == this.skin_for_monstersound) return; this.skin_for_monstersound = this.skin; Monster_Sounds_Clear(this); if (!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0)) Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0); } void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan) { if (!autocvar_g_monsters_sounds || (delaytoo && time < this.msound_delay)) // too early return; string sample = this.(samplefield); if (sample != "") sample = GlobalSound_sample(sample, random()); float myscale = (this.scale ? this.scale : 1); // safety net sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0); this.msound_delay = time + sound_delay; } // ======================= // Monster attack handlers // ======================= bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop) { if (dostop && IS_MONSTER(this)) this.state = MONSTER_ATTACK_MELEE; setanim(this, anim, false, true, false); if (this.animstate_endtime > time && IS_MONSTER(this)) this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; else this.attack_finished_single[0] = this.anim_finished = time + animtime; traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this); if (trace_ent.takedamage) Damage(trace_ent, this, this.realowner, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin) ); return true; } bool Monster_Attack_Leap_Check(entity this, vector vel) { if ((this.state && IS_MONSTER(this)) // already attacking || !IS_ONGROUND(this) // not on the ground || GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this) // called when dead? || time < this.attack_finished_single[0]) // still attacking return false; vector old = this.velocity; this.velocity = vel; tracetoss(this, this); this.velocity = old; return trace_ent == this.enemy; } bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime) { if (!Monster_Attack_Leap_Check(this, vel)) return false; setanim(this, anm, false, true, false); if (this.animstate_endtime > time && IS_MONSTER(this)) this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime; else this.attack_finished_single[0] = this.anim_finished = time + animtime; if (IS_MONSTER(this)) this.state = MONSTER_ATTACK_RANGED; settouch(this, touchfunc); ++this.origin_z; this.velocity = vel; UNSET_ONGROUND(this); return true; } void Monster_Attack_Check(entity this, entity targ, .entity weaponentity) { int slot = weaponslot(weaponentity); if (!this || !targ || !this.monster_attackfunc || game_stopped || time < this.attack_finished_single[slot] || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))) return; if (vdist(targ.origin - this.origin, <=, this.attack_range)) { monster_makevectors(this, targ); int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity); if (attack_success == 1) Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); else if (attack_success > 0) return; } if (vdist(targ.origin - this.origin, >, this.attack_range)) { monster_makevectors(this, targ); int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity); if (attack_success == 1) Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE); else if (attack_success > 0) return; } } // ====================== // Main monster functions // ====================== void Monster_UpdateModel(entity this) { // assume some defaults /* this.anim_idle = animfixfps(this, '0 1 0.01', '0 0 0'); this.anim_walk = animfixfps(this, '1 1 0.01', '0 0 0'); this.anim_run = animfixfps(this, '2 1 0.01', '0 0 0'); this.anim_fire1 = animfixfps(this, '3 1 0.01', '0 0 0'); this.anim_fire2 = animfixfps(this, '4 1 0.01', '0 0 0'); this.anim_melee = animfixfps(this, '5 1 0.01', '0 0 0'); this.anim_pain1 = animfixfps(this, '6 1 0.01', '0 0 0'); this.anim_pain2 = animfixfps(this, '7 1 0.01', '0 0 0'); this.anim_die1 = animfixfps(this, '8 1 0.01', '0 0 0'); this.anim_die2 = animfixfps(this, '9 1 0.01', '0 0 0'); */ // then get the real values Monster mon = this.monsterdef; mon.mr_anim(mon, this); } void Monster_Touch(entity this, entity toucher) { if (!toucher) return; if (toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time && Monster_ValidTarget(this, toucher, true)) this.enemy = toucher; } void Monster_Miniboss_Setup(entity this) { if (this.spawnflags & MONSTERFLAG_RESPAWNED) { // already performed initial setup, just reapply statuses as needed if (this.spawnflags & MONSTERFLAG_MINIBOSS) this.effects |= EF_RED; return; } if (MUTATOR_CALLHOOK(MonsterCheckBossFlag, this)) { // prevent other code from identifying the monster as a miniboss this.spawnflags &= ~MONSTERFLAG_MINIBOSS; return; } // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (random() * 100) < autocvar_g_monsters_miniboss_chance) { GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost); this.effects |= EF_RED; this.spawnflags |= MONSTERFLAG_MINIBOSS; // identifier for other code } } bool Monster_Respawn_Check(entity this) { if (this.deadflag == DEAD_DEAD // don't call when monster isn't dead && MUTATOR_CALLHOOK(MonsterRespawn, this)) return true; // enabled by a mutator if (!autocvar_g_monsters_respawn || (this.spawnflags & MONSTERFLAG_NORESPAWN)) return false; return true; } void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); } .vector pos1; .vector pos2; void Monster_Dead_Fade(entity this) { if (Monster_Respawn_Check(this)) { this.spawnflags |= MONSTERFLAG_RESPAWNED; setthink(this, Monster_Respawn); this.nextthink = time + this.respawntime; this.monster_lifetime = 0; this.deadflag = DEAD_RESPAWNING; if (this.spawnflags & MONSTER_RESPAWN_DEATHPOINT) { this.pos1 = this.origin; this.pos2 = this.angles; } this.event_damage = func_null; this.event_heal = func_null; this.takedamage = DAMAGE_NO; setorigin(this, this.pos1); this.angles = this.pos2; SetResourceExplicit(this, RES_HEALTH, this.max_health); setmodel(this, MDL_Null); } else { // number of monsters spawned with mobspawn command --totalspawned; SUB_SetFade(this, time + 3, 1); } } void Monster_Use(entity this, entity actor, entity trigger) { if (Monster_ValidTarget(this, actor, true)) this.enemy = actor; } /// Returns an origin that's near targetorigin and visible to this monster. vector Monster_WanderTarget(entity this, vector targetorigin) { vector ang; ang.y = rint(random() * 500); ang.x = this.angles.x; ang.z = this.angles.z; makevectors(ang); vector pos = targetorigin + v_forward * this.wander_distance; if (((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM)) { pos.z = random() * 200; if (random() >= 0.5) pos.z = -pos.z; } // truncate movement so we don't do walking into walls animations traceline(this.origin + this.view_ofs, pos, MOVE_NORMAL, this); return trace_endpos; } vector Monster_Move_Target(entity this, entity targ) { // enemy is always preferred target if (this.enemy) { vector targ_origin = (this.enemy.absmin + this.enemy.absmax) * 0.5; targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us) /* WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin); print("Trace origin: ", vtos(targ_origin), "\n"); print("Target origin: ", vtos(this.enemy.origin), "\n"); print("My origin: ", vtos(this.origin), "\n"); */ this.monster_movestate = MONSTER_MOVE_ENEMY; this.last_trace = time + 1.2; if (this.monster_moveto) return this.monster_moveto; // assumes code is properly setting this when monster has an enemy else return targ_origin; /* makevectors(this.angles); this.monster_movestate = MONSTER_MOVE_ENEMY; this.last_trace = time + 1.2; return this.enemy.origin; */ } switch (this.monster_moveflags) { case MONSTER_MOVE_FOLLOW: this.monster_movestate = MONSTER_MOVE_FOLLOW; this.last_trace = time + 0.3; if (this.monster_follow) { if (vdist(this.origin - this.monster_follow.origin, <, this.wander_distance)) this.last_trace = time + this.wander_delay; return Monster_WanderTarget(this, this.monster_follow.origin); } else return this.origin; case MONSTER_MOVE_SPAWNLOC: this.monster_movestate = MONSTER_MOVE_SPAWNLOC; this.last_trace = time + 2; return this.pos1; case MONSTER_MOVE_NOMOVE: if (this.monster_moveto) { this.last_trace = time + 0.5; return this.monster_moveto; } else { this.monster_movestate = MONSTER_MOVE_NOMOVE; this.last_trace = time + 2; } return this.origin; default: case MONSTER_MOVE_WANDER: this.monster_movestate = MONSTER_MOVE_WANDER; if (this.monster_moveto) { this.last_trace = time + 0.5; return this.monster_moveto; } else if (targ) { this.last_trace = time + 0.5; return targ.origin; } else { this.last_trace = time + this.wander_delay; return Monster_WanderTarget(this, this.origin); } } } // Check for water/slime/lava and dangerous edges // (only when the bot is on the ground or jumping intentionally) // returns a number > 0 for danger // based on havocbot_checkdanger() int Monster_CheckDanger(entity this, vector dst_ahead) { float s; if (this.flags & (FL_FLY | FL_SWIM)) { // Look ahead traceline(this.origin + this.view_ofs, dst_ahead, true, NULL); // Only care about the skybox if it's below // bones_was_here: does this even matter when flying/swimming? if (trace_endpos.z < this.origin.z + this.mins.z && trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) return 1; s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) { if (s == CONTENT_LAVA || s == CONTENT_SLIME) return 3; if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { // the traceline check isn't enough but is good as optimization, // when not true (most of the time) this tracebox call is avoided tracebox(this.origin + this.view_ofs, this.mins, this.maxs, dst_ahead, true, this); if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) return 4; } } } else { vector dst_down = dst_ahead - '0 0 3000'; // Look downwards traceline(dst_ahead, dst_down, true, NULL); //te_lightning2(NULL, this.origin + this.view_ofs, dst_ahead); // Draw "ahead" look //te_lightning2(NULL, dst_ahead, trace_endpos); // Draw "downwards" look if (trace_endpos.z < this.origin.z + this.mins.z) { if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY) return 1; // If following an enemy ignore probably-non-fatal falls, // if wandering only ignore small falls. if (trace_endpos.z < (this.origin.z + this.mins.z) - (this.enemy ? 1024 : 100)) return 2; s = pointcontents(trace_endpos + '0 0 1'); if (s != CONTENT_SOLID) { if (s == CONTENT_LAVA || s == CONTENT_SLIME) return 3; if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) { // the traceline check isn't enough but is good as optimization, // when not true (most of the time) this tracebox call is avoided tracebox(dst_ahead, this.mins, this.maxs, dst_down, true, this); if (tracebox_hits_trigger_hurt(dst_ahead, this.mins, this.maxs, trace_endpos)) return 4; } } } } return 0; } .entity draggedby; void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed) { // update goal entity if lost if (this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2) this.goalentity = find(NULL, targetname, this.target2); if (StatusEffects_active(STATUSEFFECT_Frozen, this)) { movelib_brake_simple(this, stpspeed); setanim(this, this.anim_idle, true, false, false); return; // no physics while frozen! } if (this.flags & FL_SWIM) { if (this.waterlevel < WATERLEVEL_WETFEET) { if (time >= this.last_trace) { this.last_trace = time + 0.4; Damage(this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0' ); this.angles = '90 90 0'; if (random() < 0.5) { this.velocity.y += random() * 50; this.velocity.x -= random() * 50; } else { this.velocity.y -= random() * 50; this.velocity.x += random() * 50; } this.velocity.z += random() * 150; } set_movetype(this, MOVETYPE_BOUNCE); //this.velocity.z = -200; return; } else if (this.move_movetype == MOVETYPE_BOUNCE) { this.angles.x = 0; set_movetype(this, MOVETYPE_WALK); } } entity targ = this.goalentity; if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ) || game_stopped || this.draggedby != NULL || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time) { runspeed = walkspeed = 0; if (time >= this.spawn_time) setanim(this, this.anim_idle, true, false, false); movelib_brake_simple(this, stpspeed); return; } targ = M_ARGV(3, entity); runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness if (this.monster_follow) if ((teamplay && autocvar_g_monsters_teams && DIFF_TEAM(this.monster_follow, this)) || IS_SPEC(this.monster_follow) || IS_OBSERVER(this.monster_follow)) this.monster_follow = NULL; if (this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this)) { this.state = 0; settouch(this, Monster_Touch); } if (this.state && time >= this.attack_finished_single[0]) this.state = 0; // attack is over // Select destination if (this.state != MONSTER_ATTACK_MELEE // don't move if set && (time >= this.last_trace || this.enemy)) // update enemy or rider instantly this.moveto = Monster_Move_Target(this, targ); if (!this.enemy) Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE); if (this.state == MONSTER_ATTACK_MELEE) this.moveto = this.origin; if (this.enemy && this.enemy.vehicle) runspeed = 0; if (!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM)) this.moveto.z = this.origin.z; // Steer towards destination this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95); vector real_angle = vectoangles(this.steerto) - this.angles; if (this.state != MONSTER_ATTACK_MELEE) this.angles.y += bound(-25, shortangle_f(real_angle.y, this.angles.y), 25); // Update velocity fixedmakevectors(this.angles); float vz = this.velocity.z; // Check for danger ahead float bboxwidth = min(this.maxs.x - this.mins.x, this.maxs.y - this.mins.y); int danger = Monster_CheckDanger(this, this.origin + this.view_ofs + (vdist(this.velocity, >, bboxwidth * 5) ? this.velocity * 0.2 : v_forward * bboxwidth)); if (!danger && !turret_closetotarget(this, this.moveto, 16)) { bool do_run = (this.enemy || this.monster_moveto); movelib_move_simple(this, v_forward, (do_run ? runspeed : walkspeed), 0.4); if (time > this.pain_finished && time > this.anim_finished && !this.state) { if (vdist(this.velocity, >, 10)) setanim(this, (do_run ? this.anim_run : this.anim_walk), true, false, false); else setanim(this, this.anim_idle, true, false, false); } } else { entity e = this.goalentity; //find(NULL, targetname, this.target2); if (e.target2 && e.target2 != "") this.target2 = e.target2; else if (e.target && e.target != "") // compatibility this.target2 = e.target; movelib_brake_simple(this, stpspeed); if (time > this.anim_finished && time > this.pain_finished && !this.state && vdist(this.velocity, <=, 30)) setanim(this, this.anim_idle, true, false, false); } if (!(this.flags & (FL_FLY | FL_SWIM))) this.velocity.z = vz; // If this path is dangerous try to find a different one next frame if (danger) { this.last_trace = time + 0.3; this.moveto = Monster_WanderTarget(this, this.origin); } } void Monster_Remove(entity this) { if (!this || IS_CLIENT(this)) return; // don't remove it? if (!MUTATOR_CALLHOOK(MonsterRemove, this)) Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1); for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; if (this.(weaponentity)) delete(this.(weaponentity)); } WaypointSprite_Kill(this.sprite); delete(this); } void Monster_Dead_Think(entity this) { this.nextthink = time; Monster mon = REGISTRY_GET(Monsters, this.monsterid); mon.mr_deadthink(mon, this); if (this.monster_lifetime != 0 && time >= this.monster_lifetime) { Monster_Dead_Fade(this); return; } } void Monster_Appear(entity this, entity actor, entity trigger) { this.enemy = actor; Monster_Spawn(this, false, this.monsterdef); } bool Monster_Appear_Check(entity this, Monster monster_id) { if (!(this.spawnflags & MONSTERFLAG_APPEAR)) return false; setthink(this, func_null); this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used) this.nextthink = 0; this.use = Monster_Appear; this.flags = FL_MONSTER; // set so this monster can get butchered return true; } void Monster_Reset(entity this) { if (this.spawnflags & MONSTERFLAG_SPAWNED) { Monster_Remove(this); return; } setorigin(this, this.pos1); this.angles = this.pos2; SetResourceExplicit(this, RES_HEALTH, this.max_health); this.velocity = '0 0 0'; this.enemy = NULL; this.goalentity = NULL; this.attack_finished_single[0] = 0; this.moveto = this.origin; } void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { TakeResource(this, RES_HEALTH, damage); Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); if (GetResource(this, RES_HEALTH) <= -50) // 100 health until gone? { Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); --totalspawned; // number of monsters spawned with mobspawn command setthink(this, SUB_Remove); this.nextthink = time + 0.1; this.event_damage = func_null; } } void Monster_Dead(entity this, entity attacker, float gibbed) { setthink(this, Monster_Dead_Think); this.nextthink = time; this.monster_lifetime = time + 5; monster_dropitem(this, attacker); Monster_Sound(this, monstersound_death, 0, false, CH_VOICE); if (!(this.spawnflags & (MONSTERFLAG_SPAWNED | MONSTERFLAG_RESPAWNED))) ++monsters_killed; if (IS_PLAYER(attacker) && (autocvar_g_monsters_score_spawned || !(this.spawnflags & (MONSTERFLAG_SPAWNED | MONSTERFLAG_RESPAWNED)))) GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill); if (gibbed) --totalspawned; // number of monsters spawned with mobspawn command if (!gibbed && this.mdl_dead && this.mdl_dead != "") _setmodel(this, this.mdl_dead); this.event_damage = (gibbed ? func_null : Monster_Dead_Damage); this.event_heal = func_null; this.solid = SOLID_CORPSE; this.takedamage = DAMAGE_AIM; this.deadflag = DEAD_DEAD; this.enemy = NULL; set_movetype(this, MOVETYPE_TOSS); this.moveto = this.origin; settouch(this, Monster_Touch); // reset incase monster was pouncing this.reset = func_null; this.state = 0; this.attack_finished_single[0] = 0; this.effects = 0; this.dphitcontentsmask &= ~DPCONTENTS_BODY; if (!(this.flags & (FL_FLY | FL_SWIM))) this.velocity = '0 0 0'; CSQCModel_UnlinkEntity(this); Monster mon = this.monsterdef; mon.mr_death(mon, this); } void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if (((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype)) //|| (time < this.pain_finished && deathtype != DEATH_KILL.m_id) || (StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id) || (deathtype == DEATH_FALL.m_id && this.draggedby != NULL)) return; vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage); float take = v.x; //float save = v.y; Monster mon = this.monsterdef; take = mon.mr_pain(mon, this, take, attacker, deathtype); if (take) { TakeResource(this, RES_HEALTH, take); Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN); } if (this.sprite) WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); this.dmg_time = time; if (deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker)) spamsound(this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER this.velocity += force * this.damageforcescale; if (deathtype != DEATH_DROWN.m_id && take) { Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker); if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); } if (GetResource(this, RES_HEALTH) <= 0) { if (deathtype == DEATH_KILL.m_id) this.candrop = false; // killed by mobkill command // TODO: fix this? SUB_UseTargets(this, attacker, this.enemy); this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id)); WaypointSprite_Kill(this.sprite); MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype); if (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed { Violence_GibSplash(this, 1, 0.5, attacker); setthink(this, SUB_Remove); this.nextthink = time + 0.1; } } } bool Monster_Heal(entity targ, entity inflictor, float amount, float limit) { float true_limit = (limit != RES_LIMIT_NONE) ? limit : targ.max_health; if (GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit) return false; GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit); if (targ.sprite) WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH)); return true; } // don't check for enemies, just keep walking in a straight line void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff) { if (game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || time < game_starttime || time < this.spawn_time || this.draggedby != NULL || (autocvar_g_campaign && !campaign_bots_may_start)) { mspeed = 0; if (time >= this.spawn_time) setanim(this, this.anim_idle, true, false, false); movelib_brake_simple(this, 0.6); return; } makevectors(this.angles); vector a = CENTER_OR_VIEWOFS(this); vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32; traceline(a, b, MOVE_NORMAL, this); bool reverse = false; if (trace_fraction != 1.0) reverse = true; if (trace_ent && IS_PLAYER(trace_ent)) reverse = false; if (trace_ent && IS_MONSTER(trace_ent)) reverse = true; if (!allow_jumpoff && IS_ONGROUND(this)) { traceline(b, b - '0 0 32', MOVE_NORMAL, this); if (trace_fraction == 1.0) reverse = true; } if (reverse) { this.angles.y = anglemods(this.angles.y - 180); makevectors(this.angles); } movelib_move_simple_gravity(this, v_forward, mspeed, 1); if (time > this.pain_finished && time > this.attack_finished_single[0]) { if (vdist(this.velocity, >, 10)) setanim(this, this.anim_walk, true, false, false); else setanim(this, this.anim_idle, true, false, false); } } void Monster_Anim(entity this) { int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if (IS_DEAD(this)) { if (!deadbits) deadbits = (random() < 0.5) // Decide on which death animation to use. ? ANIMSTATE_DEAD1 : ANIMSTATE_DEAD2; } else deadbits = 0; // Clear a previous death animation. int animbits = deadbits; if (StatusEffects_active(STATUSEFFECT_Frozen, this)) animbits |= ANIMSTATE_FROZEN; if (IS_DUCKED(this)) animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently... animdecide_setstate(this, animbits, false); animdecide_setimplicitstate(this, (IS_ONGROUND(this))); /* // weapon entities for monsters? if (this.weaponentity) { updateanim(this.weaponentity); if (!this.weaponentity.animstate_override) setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false); } */ } void Monster_Enemy_Check(entity this) { if (this.enemy) { vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5); targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us) WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this); // cases where the enemy may have changed their state (don't need to check everything here) // TODO: mutator hook if (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1 || STAT(FROZEN, this.enemy) || (this.enemy.flags & FL_NOTARGET) || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0) || this.enemy.takedamage == DAMAGE_NO || vdist(this.origin - targ_origin, >, this.target_range) || (trace_fraction < 1 && trace_ent != this.enemy)) this.enemy = NULL; else return; } this.enemy = Monster_FindTarget(this); if (this.enemy) { WarpZone_RefSys_Copy(this.enemy, this); WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver // update move target immediately? this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, 0.5 * (this.enemy.absmin + this.enemy.absmax)); this.monster_moveto = '0 0 0'; this.monster_face = '0 0 0'; Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE); } } void Monster_Think(entity this) { setthink(this, Monster_Think); this.nextthink = time; if (this.monster_lifetime && time >= this.monster_lifetime) { Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin ); return; } // TODO: mutator hook to control monster thinking if (StatusEffects_active(STATUSEFFECT_Frozen, this)) this.enemy = NULL; // TODO: save enemy, and attack when revived? else if (time >= this.last_enemycheck) { Monster_Enemy_Check(this); this.last_enemycheck = time + 1; // check for enemies every second } Monster mon = this.monsterdef; if (mon.mr_think(mon, this)) { Monster_Move(this, this.speed2, this.speed, this.stopspeed); .entity weaponentity = weaponentities[0]; // TODO? Monster_Attack_Check(this, this.enemy, weaponentity); } Monster_Anim(this); CSQCMODEL_AUTOUPDATE(this); } bool Monster_Spawn_Setup(entity this) { Monster mon = this.monsterdef; mon.mr_setup(mon, this); // ensure some basic needs are met if (!GetResource(this, RES_HEALTH)) SetResourceExplicit(this, RES_HEALTH, 100); if (!GetResource(this, RES_ARMOR)) SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); if (!this.target_range) this.target_range = autocvar_g_monsters_target_range; if (!this.respawntime) this.respawntime = autocvar_g_monsters_respawn_delay; if (!this.monster_moveflags) this.monster_moveflags = MONSTER_MOVE_WANDER; if (!this.attack_range) this.attack_range = autocvar_g_monsters_attack_range; if (!this.damageforcescale) this.damageforcescale = autocvar_g_monsters_damageforcescale; Monster_Miniboss_Setup(this); if (!(this.spawnflags & MONSTERFLAG_RESPAWNED)) { SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this)); if (!this.skin) this.skin = rint(random() * 4); } this.max_health = GetResource(this, RES_HEALTH); this.pain_finished = this.nextthink; this.last_enemycheck = this.spawn_time + random(); // slight delay if (!this.wander_delay) this.wander_delay = 2; if (!this.wander_distance) this.wander_distance = 600; Monster_Sounds_Precache(this); Monster_Sounds_Update(this); if (teamplay) { if (!this.monster_attack) IL_PUSH(g_monster_targets, this); this.monster_attack = true; // we can have monster enemies in team games } Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE); if (autocvar_g_monsters_healthbars) { entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER); wp.wp_extra = this.monsterdef.monsterid; wp.colormod = (this.team ? Team_ColorRGB(this.team) : '1 0 0'); if (!(this.spawnflags & MONSTERFLAG_INVINCIBLE)) { WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); } } setthink(this, Monster_Think); this.nextthink = time; if (MUTATOR_CALLHOOK(MonsterSpawn, this)) return false; return true; } /// Setup the basic required properties for a monster bool Monster_Spawn(entity this, bool check_appear, Monster mon) { if (!mon || mon == MON_Null) // invalid monster return false; if (!autocvar_g_monsters) { Monster_Remove(this); return false; } if (!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER)) { IL_PUSH(g_monsters, this); if (this.mdl && this.mdl != "") precache_model(this.mdl); if (this.mdl_dead && this.mdl_dead != "") precache_model(this.mdl_dead); } if (check_appear && Monster_Appear_Check(this, mon)) return true; // return true so the monster isn't removed if (!this.monster_skill) this.monster_skill = cvar("g_monsters_skill"); // support for quake style removing monsters based on skill if ((this.monster_skill == MONSTER_SKILL_EASY && (this.spawnflags & MONSTERSKILL_NOTEASY)) || (this.monster_skill == MONSTER_SKILL_MEDIUM && (this.spawnflags & MONSTERSKILL_NOTMEDIUM)) || (this.monster_skill == MONSTER_SKILL_HARD && (this.spawnflags & MONSTERSKILL_NOTHARD))) { Monster_Remove(this); return false; } if (this.team && !teamplay) this.team = 0; if (!(this.spawnflags & MONSTERFLAG_SPAWNED) // naturally spawned monster && !(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either ++monsters_total; if (this.mdl && this.mdl != "") _setmodel(this, this.mdl); else setmodel(this, mon.m_model); if (!this.m_name || this.m_name == "") this.m_name = mon.m_name; if (this.statuseffects && this.statuseffects.owner == this) { StatusEffects_clearall(this.statuseffects); StatusEffects_update(this); } else this.statuseffects = NULL; this.flags = FL_MONSTER; this.classname = "monster"; this.takedamage = DAMAGE_AIM; if (!this.bot_attack) IL_PUSH(g_bot_targets, this); this.bot_attack = true; this.iscreature = true; this.teleportable = true; if (!this.damagedbycontents) IL_PUSH(g_damagedbycontents, this); this.damagedbycontents = true; this.monsterdef = mon; this.event_damage = Monster_Damage; this.event_heal = Monster_Heal; settouch(this, Monster_Touch); this.use = Monster_Use; this.solid = SOLID_BBOX; set_movetype(this, MOVETYPE_WALK); StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0); this.enemy = NULL; this.velocity = '0 0 0'; this.moveto = this.origin; this.pos1 = this.origin; this.pos2 = this.angles; this.reset = Monster_Reset; this.netname = mon.netname; this.monster_attackfunc = mon.monster_attackfunc; this.candrop = true; this.oldtarget2 = this.target2; this.deadflag = DEAD_NO; this.spawn_time = time; this.gravity = 1; this.monster_moveto = '0 0 0'; this.monster_face = '0 0 0'; this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP; if (!this.noalign) this.noalign = (mon.spawnflags & (MONSTER_TYPE_FLY | MONSTER_TYPE_SWIM)); if (!this.scale) this.scale = 1; if (autocvar_g_monsters_edit) this.grab = 1; if (autocvar_g_fullbrightplayers) this.effects |= EF_FULLBRIGHT; if (autocvar_g_nodepthtestplayers) this.effects |= EF_NODEPTHTEST; if (mon.spawnflags & MONSTER_TYPE_SWIM) this.flags |= FL_SWIM; if (autocvar_g_monsters_playerclip_collisions) this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; if (mon.spawnflags & MONSTER_TYPE_FLY) { this.flags |= FL_FLY; set_movetype(this, MOVETYPE_FLY); } if ((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED)) this.scale *= 1.3; setsize(this, RoundPerfectVector(mon.m_mins * this.scale), RoundPerfectVector(mon.m_maxs * this.scale)); this.view_ofs = '0 0 0.35' * this.maxs.z; Monster_UpdateModel(this); if (!Monster_Spawn_Setup(this)) { Monster_Remove(this); return false; } if (!this.noalign) { setorigin(this, this.origin + '0 0 20'); tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this); setorigin(this, trace_endpos); } if (!nudgeoutofsolid_OrFallback(this)) { // Stuck and not fixable Monster_Remove(this); return false; } if (!(this.spawnflags & MONSTERFLAG_RESPAWNED)) monster_setupcolors(this); CSQCMODEL_AUTOINIT(this); return true; } #undef ALLMONSTERSOUNDS