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make trigger_impulse always unset FL_ONGROUND
[divverent/nexuiz.git] / data / qcsrc / server / monsters / m_monsters.qc
1 /* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
2
3 // name =[framenum,     nexttime, nextthink] {code}
4 // expands to:
5 // name ()
6 // {
7 //              self.frame=framenum;
8 //              self.nextthink = time + nexttime;
9 //              self.think = nextthink
10 //              <code>
11 // };
12
13 .float ismonster;
14
15 .float modelindex2;
16
17 /*
18 ================
19 monster_use
20
21 Using a monster makes it angry at the current activator
22 LordHavoc: using a monster with the spawnflag 'Appear' makes it appear
23 ================
24 */
25 void() monster_use =
26 {
27         if (self.enemy)
28                 return;
29         if (self.health < 1)
30                 return;
31         if (self.mdl)
32         if (self.spawnflags & MONSTER_APPEAR)
33         {
34                 self.nextthink = time + 0.1;
35                 self.spawnflags = self.spawnflags - MONSTER_APPEAR;
36                 self.solid = SOLID_SLIDEBOX;
37                 self.takedamage = DAMAGE_AIM;
38                 //self.movetype = MOVETYPE_STEP;
39                 self.model = self.mdl;
40                 self.mdl = "";
41                 self.modelindex = self.modelindex2;
42                 self.modelindex2 = 0;
43                 //setorigin(self, self.origin + '0 0 1');
44                 spawn_tdeath(self.origin, self, self.origin);
45                 return;
46         }
47
48 #if 0
49         if (activator.items & IT_INVISIBILITY)
50                 return;
51 #endif
52         if (activator.flags & FL_NOTARGET)
53                 return;
54         if (activator.classname != "player")
55                 return;
56
57         // delay reaction so if the monster is teleported, its sound is still heard
58         self.enemy = activator;
59         self.nextthink = time + 0.1;
60         self.think = FoundTarget;
61 };
62
63 void() monster_appearsetup =
64 {
65         if ((self.spawnflags & MONSTER_APPEAR) == 0)
66                 return;
67         self.mdl = self.model;
68         self.modelindex2 = self.modelindex;
69         self.modelindex = 0;
70         self.solid = SOLID_NOT;
71         self.takedamage = DAMAGE_NO;
72         //self.movetype = MOVETYPE_NONE;
73         self.nextthink = -1;
74         self.model = "";
75 };
76
77 /*
78 ================
79 monster_setalpha
80
81 Sets relative alpha of monster in skill 4 mode.
82 ================
83 */
84 void(float a) monster_setalpha =
85 {
86         if (skill < 4 || self.classname == "monster_hellfish")
87         {
88                 self.alpha = 1.0;
89                 return;
90         }
91
92         if (skill >= 5)
93         {
94                 // randomly forget enemy, this makes monsters randomly return to their normal ghostlike state
95                 if (a == 0)
96                 if (self.enemy)
97                 if (random() < 0.1)
98                         self.enemy = world;
99                 // randomly blink (playing the same alarming sound as if attacking)
100                 if (self.enemy == world)
101                 {
102                         a = 0;
103                         if (time >= 0.3) // don't blink during the init process because it might become permanent
104                         if (random() < 0.005)
105                         {
106                                 // blink for an instant, this causes the appear sound, alarming the player as if under attack
107                                 sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
108                                 a = 1;
109                         }
110                 }
111                 // if ghosted, become non-solid and immune to damage
112                 if (a <= 0 || self.enemy == world)
113                 {
114                         self.solid = SOLID_NOT;
115                         self.takedamage = DAMAGE_NO;
116                 }
117                 else
118                 {
119                         // if unghosting, make sure we have an enemy, otherwise stay ghosted (even if blinking) so we can't be shot while blinking
120                         if (self.solid != SOLID_SLIDEBOX)
121                                 sound(self, CHAN_AUTO, "wizard/wsight.wav", 1, ATTN_NORM);
122                         self.solid = SOLID_SLIDEBOX;
123                         self.takedamage = DAMAGE_AIM;
124                 }
125         }
126         self.alpha = SKILL4_MINALPHA + (1 - SKILL4_MINALPHA) * bound(0, a, 1);
127 };
128
129 /*
130 ================
131 monster_death_use
132
133 When a mosnter dies, it fires all of its targets with the current
134 enemy as activator.
135 ================
136 */
137 void() monster_death_use =
138 {
139 // fall to ground
140         if (self.flags & FL_FLY)
141                 self.flags = self.flags - FL_FLY;
142         if (self.flags & FL_SWIM)
143                 self.flags = self.flags - FL_SWIM;
144
145         if (!self.target)
146                 return;
147
148         activator = self.enemy;
149         SUB_UseTargets ();
150 };
151
152
153 void() monsterinwall =
154 {
155         local entity e;
156         if (!cvar("developer"))
157                 return;
158         // this is handy for level designers,
159         // puts a spikey ball where the error is...
160         e = spawn();
161         setorigin(e, self.origin);
162         setmodel (e, "progs/star.mdl");
163         e.movetype = MOVETYPE_NONE;
164         e.solid = SOLID_NOT;
165         e.think = SUB_Null;
166         e.nextthink = -1;
167 };
168
169 //============================================================================
170
171 void() walkmonster_start_go =
172 {
173         self.origin_z = self.origin_z + 1; // raise off floor a bit
174
175         tracebox(self.origin, self.mins, self.maxs, self.origin, TRUE, self);
176         if (trace_startsolid)
177         {
178                 dprint("walkmonster in wall at: ");
179                 dprint(vtos(self.origin));
180                 dprint("\n");
181                 monsterinwall();
182                 droptofloor();
183         }
184         else
185         {
186                 droptofloor();
187                 if (!walkmove(0,0))
188                 {
189                         dprint("walkmonster in wall at: ");
190                         dprint(vtos(self.origin));
191                         dprint("\n");
192                         monsterinwall();
193                 }
194         }
195
196         //self.cantrigger = TRUE;
197
198         self.takedamage = DAMAGE_AIM;
199
200         self.ideal_yaw = self.angles * '0 1 0';
201         if (!self.yaw_speed)
202                 self.yaw_speed = 20;
203         self.view_ofs = '0 0 25';
204         self.use = monster_use;
205
206         self.flags = self.flags | FL_MONSTER;
207
208         if (monsterwander)
209                 self.spawnflags = self.spawnflags | MONSTER_WANDER;
210
211         if (self.target)
212         {
213                 self.goalentity = self.movetarget = find(world, targetname, self.target);
214                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
215                 if (!self.movetarget)
216                 {
217                         dprint("Monster can't find target at ");
218                         dprint(vtos(self.origin));
219                         dprint("\n");
220                 }
221                 // this used to be an objerror
222                 if (self.movetarget.classname == "path_corner")
223                         self.th_walk ();
224                 else
225                 {
226                         if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
227                         {
228                                 monster_spawnwanderpath();
229                                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
230                                 self.th_walk ();
231                         }
232                         else
233                         {
234                                 self.pausetime = 99999999;
235                                 self.th_stand ();
236                         }
237                 }
238         }
239         else
240         {
241                 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
242                 {
243                         monster_spawnwanderpath();
244                         self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
245                         self.th_walk ();
246                 }
247                 else
248                 {
249                         self.pausetime = 99999999;
250                         self.th_stand ();
251                 }
252         }
253
254 // spread think times so they don't all happen at same time
255         self.nextthink = self.nextthink + random()*0.5 + 0.1;
256         self.iscreature = TRUE;
257
258         force_retouch = 2; // mainly to detect teleports
259
260         monster_appearsetup();
261 };
262
263
264 void() walkmonster_start =
265 {
266         self.candrown = 1; // this is turned off by some monsters like zombies
267         // delay drop to floor to make sure all doors have been spawned
268         // spread think times so they don't all happen at same time
269         self.nextthink = time + random()*0.5 + 0.3;
270         self.think = walkmonster_start_go;
271         total_monsters = total_monsters + 1;
272         self.bot_attack = TRUE;
273         self.frags = 2; // actually just used to get havocbots to attack it...
274         self.bleedfunc = genericbleedfunc;
275         self.ismonster = TRUE;
276
277         monster_setalpha (0);
278 };
279
280
281
282 void() flymonster_start_go =
283 {
284         self.takedamage = DAMAGE_AIM;
285
286         self.ideal_yaw = self.angles * '0 1 0';
287         if (!self.yaw_speed)
288                 self.yaw_speed = 10;
289         self.view_ofs = '0 0 25';
290         self.use = monster_use;
291
292         self.flags = self.flags | FL_FLY;
293         self.flags = self.flags | FL_MONSTER;
294
295         if (!walkmove(0,0))
296         {
297                 dprint("flymonster in wall at: ");
298                 dprint(vtos(self.origin));
299                 dprint("\n");
300                 monsterinwall();
301         }
302
303         //self.cantrigger = TRUE;
304
305         if (monsterwander)
306                 self.spawnflags = self.spawnflags | MONSTER_WANDER;
307
308         if (self.target)
309         {
310                 self.goalentity = self.movetarget = find(world, targetname, self.target);
311                 if (!self.movetarget)
312                 {
313                         dprint("Monster can't find target at ");
314                         dprint(vtos(self.origin));
315                         dprint("\n");
316                 }
317                 // this used to be an objerror
318                 if (self.movetarget.classname == "path_corner")
319                         self.th_walk ();
320                 else
321                 {
322                         if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
323                         {
324                                 monster_spawnwanderpath();
325                                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
326                                 self.th_walk ();
327                         }
328                         else
329                         {
330                                 self.pausetime = 99999999;
331                                 self.th_stand ();
332                         }
333                 }
334         }
335         else
336         {
337                 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
338                 {
339                         monster_spawnwanderpath();
340                         self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
341                         self.th_walk ();
342                 }
343                 else
344                 {
345                         self.pausetime = 99999999;
346                         self.th_stand ();
347                 }
348         }
349         self.iscreature = TRUE;
350
351         force_retouch = 2; // mainly to detect teleports
352
353         monster_appearsetup();
354 };
355
356 void() flymonster_start =
357 {
358         self.candrown = 1;
359         // spread think times so they don't all happen at same time
360         self.nextthink = time + random()*0.5 + 0.1;
361         self.think = flymonster_start_go;
362         total_monsters = total_monsters + 1;
363         self.bot_attack = TRUE;
364         self.frags = 2; // actually just used to get havocbots to attack it...
365         self.bleedfunc = genericbleedfunc;
366         self.ismonster = TRUE;
367
368         monster_setalpha (0);
369 };
370
371
372 void() swimmonster_start_go =
373 {
374         if (deathmatch)
375         {
376                 remove(self);
377                 return;
378         }
379
380         //self.cantrigger = TRUE;
381
382         self.takedamage = DAMAGE_AIM;
383
384         self.ideal_yaw = self.angles * '0 1 0';
385         if (!self.yaw_speed)
386                 self.yaw_speed = 10;
387         self.view_ofs = '0 0 10';
388         self.use = monster_use;
389
390         self.flags = self.flags | FL_SWIM;
391         self.flags = self.flags | FL_MONSTER;
392
393         if (monsterwander)
394                 self.spawnflags = self.spawnflags | MONSTER_WANDER;
395
396         if (self.target)
397         {
398                 self.goalentity = self.movetarget = find(world, targetname, self.target);
399                 if (!self.movetarget)
400                 {
401                         dprint("Monster can't find target at ");
402                         dprint(vtos(self.origin));
403                         dprint("\n");
404                 }
405                 // this used to be an objerror
406                 if (self.movetarget.classname == "path_corner")
407                         self.th_walk ();
408                 else
409                 {
410                         if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
411                         {
412                                 monster_spawnwanderpath();
413                                 self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
414                                 self.th_walk ();
415                         }
416                         else
417                         {
418                                 self.pausetime = 99999999;
419                                 self.th_stand ();
420                         }
421                 }
422         }
423         else
424         {
425                 if ((self.spawnflags & MONSTER_WANDER) && (!self.monsterawaitingteleport) && (self.spawnflags & 3) == 0 && (world.model != "maps/e1m7.bsp"))
426                 {
427                         monster_spawnwanderpath();
428                         self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
429                         self.th_walk ();
430                 }
431                 else
432                 {
433                         self.pausetime = 99999999;
434                         self.th_stand ();
435                 }
436         }
437         self.iscreature = TRUE;
438
439         force_retouch = 2; // mainly to detect teleports
440
441         monster_appearsetup();
442 };
443
444 void() swimmonster_start =
445 {
446         // spread think times so they don't all happen at same time
447         self.candrown = 0;
448         self.nextthink = time + random()*0.5 + 0.1;
449         self.think = swimmonster_start_go;
450         total_monsters = total_monsters + 1;
451         self.bot_attack = TRUE;
452         self.frags = 2; // actually just used to get havocbots to attack it...
453         self.bleedfunc = genericbleedfunc;
454         self.ismonster = TRUE;
455
456         monster_setalpha(0);
457 };
458
459 void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
460 {
461         local vector v;
462         v = '0 0 0' - force * 0.05;
463         if (armordamage > 0)
464                 te_spark(org, v, armordamage * 3);
465         if (bodydamage > 0)
466                 te_blood(org, v, bodydamage);
467 }