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Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <server/g_subs.qh>
4 #include <lib/warpzone/common.qh>
5 #include "../constants.qh"
6 #include "../teams.qh"
7 #include "../util.qh"
8 #include "all.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>
25
26 void monsters_setstatus(entity this)
27 {
28         this.stat_monsters_total = monsters_total;
29         this.stat_monsters_killed = monsters_killed;
30 }
31
32 void monster_dropitem(entity this, entity attacker)
33 {
34         if(!this.candrop || !this.monster_loot)
35                 return;
36
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;
40
41         e.monster_loot = this.monster_loot;
42
43         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
44         e = M_ARGV(1, entity);
45
46         if(e && e.monster_loot)
47         {
48                 e.noalign = true;
49                 e.monster_loot(e);
50                 e.gravity = 1;
51                 set_movetype(e, MOVETYPE_TOSS);
52                 e.reset = SUB_Remove;
53                 setorigin(e, org);
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);
57         }
58 }
59
60 void monster_makevectors(entity this, entity targ)
61 {
62         if(IS_MONSTER(this))
63         {
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;
67         }
68
69         makevectors(this.v_angle);
70 }
71
72 // ===============
73 // Target handling
74 // ===============
75
76 bool Monster_ValidTarget(entity this, entity targ)
77 {
78         // ensure we're not checking nonexistent monster/target
79         if(!this || !targ) { return false; }
80
81         if((targ == this)
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))
96         )
97         {
98                 // if any of the above checks fail, target is not valid
99                 return false;
100         }
101
102         traceline(this.origin + this.view_ofs, targ.origin, MOVE_NOMONSTERS, this);
103
104         if(trace_fraction < 1)
105                 return false; // solid
106
107         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
108         if(this.enemy != targ)
109         {
110                 makevectors (this.angles);
111                 float dot = normalize (targ.origin - this.origin) * v_forward;
112
113                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
114         }
115
116         return true; // this target is valid!
117 }
118
119 entity Monster_FindTarget(entity this)
120 {
121         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
122
123         entity closest_target = NULL;
124         vector my_center = CENTER_OR_VIEWOFS(this);
125
126         // find the closest acceptable target to pass to
127         FOREACH_ENTITY_RADIUS(this.origin, this.target_range, it.monster_attack,
128         {
129                 if(Monster_ValidTarget(this, it))
130                 {
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);
133
134                         if(closest_target)
135                         {
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; }
139                         }
140                         else { closest_target = it; }
141                 }
142         });
143
144         return closest_target;
145 }
146
147 void monster_setupcolors(entity this)
148 {
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;
153         else
154         {
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;
165                 else
166                         this.colormap = 1024;
167         }
168 }
169
170 void monster_changeteam(entity this, int newteam)
171 {
172         if(!teamplay) { return; }
173
174         this.team = newteam;
175         this.monster_attack = true; // new team, activate attacking
176         monster_setupcolors(this);
177
178         if(this.sprite)
179         {
180                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
181
182                 this.sprite.team = newteam;
183                 this.sprite.SendFlags |= 1;
184         }
185 }
186
187 .void(entity) monster_delayedfunc;
188 void Monster_Delay_Action(entity this)
189 {
190         if(Monster_ValidTarget(this.owner, this.owner.enemy)) { this.monster_delayedfunc(this.owner); }
191
192         if(this.cnt > 1)
193         {
194                 this.cnt -= 1;
195                 setthink(this, Monster_Delay_Action);
196                 this.nextthink = time + this.count;
197         }
198         else
199         {
200                 setthink(this, SUB_Remove);
201                 this.nextthink = time;
202         }
203 }
204
205 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
206 {
207         // deferred attacking, checks if monster is still alive and target is still valid before attacking
208         entity e = spawn();
209
210         setthink(e, Monster_Delay_Action);
211         e.nextthink = time + defer_amnt;
212         e.count = defer_amnt;
213         e.owner = this;
214         e.monster_delayedfunc = func;
215         e.cnt = repeat_count;
216 }
217
218
219 // ==============
220 // Monster sounds
221 // ==============
222
223 string get_monster_model_datafilename(string m, float sk, string fil)
224 {
225         if(m)
226                 m = strcat(m, "_");
227         else
228                 m = "models/monsters/*_";
229         if(sk >= 0)
230                 m = strcat(m, ftos(sk));
231         else
232                 m = strcat(m, "*");
233         return strcat(m, ".", fil);
234 }
235
236 void Monster_Sound_Precache(string f)
237 {
238         float fh;
239         string s;
240         fh = fopen(f, FILE_READ);
241         if(fh < 0)
242                 return;
243         while((s = fgets(fh)))
244         {
245                 if(tokenize_console(s) != 3)
246                 {
247                         LOG_TRACE("Invalid sound info line: ", s);
248                         continue;
249                 }
250                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
251         }
252         fclose(fh);
253 }
254
255 void Monster_Sounds_Precache(entity this)
256 {
257         string m = (Monsters_from(this.monsterid)).m_model.model_str();
258         float globhandle, n, i;
259         string f;
260
261         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
262         if (globhandle < 0)
263                 return;
264         n = search_getsize(globhandle);
265         for (i = 0; i < n; ++i)
266         {
267                 //print(search_getfilename(globhandle, i), "\n");
268                 f = search_getfilename(globhandle, i);
269                 Monster_Sound_Precache(f);
270         }
271         search_end(globhandle);
272 }
273
274 void Monster_Sounds_Clear(entity this)
275 {
276 #define _MSOUND(m) if(this.monstersound_##m) { strunzone(this.monstersound_##m); this.monstersound_##m = string_null; }
277         ALLMONSTERSOUNDS
278 #undef _MSOUND
279 }
280
281 .string Monster_Sound_SampleField(string type)
282 {
283         GetMonsterSoundSampleField_notFound = 0;
284         switch(type)
285         {
286 #define _MSOUND(m) case #m: return monstersound_##m;
287                 ALLMONSTERSOUNDS
288 #undef _MSOUND
289         }
290         GetMonsterSoundSampleField_notFound = 1;
291         return string_null;
292 }
293
294 bool Monster_Sounds_Load(entity this, string f, int first)
295 {
296         string s;
297         var .string field;
298         float fh = fopen(f, FILE_READ);
299         if(fh < 0)
300         {
301                 LOG_TRACE("Monster sound file not found: ", f);
302                 return false;
303         }
304         while((s = fgets(fh)))
305         {
306                 if(tokenize_console(s) != 3)
307                         continue;
308                 field = Monster_Sound_SampleField(argv(0));
309                 if(GetMonsterSoundSampleField_notFound)
310                         continue;
311                 if (this.(field))
312                         strunzone(this.(field));
313                 this.(field) = strzone(strcat(argv(1), " ", argv(2)));
314         }
315         fclose(fh);
316         return true;
317 }
318
319 .int skin_for_monstersound;
320 void Monster_Sounds_Update(entity this)
321 {
322         if(this.skin == this.skin_for_monstersound) { return; }
323
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);
328 }
329
330 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
331 {
332         if(!autocvar_g_monsters_sounds) { return; }
333
334         if(delaytoo)
335         if(time < this.msound_delay)
336                 return; // too early
337         GlobalSound_string(this, this.(samplefield), chan, VOL_BASE, VOICETYPE_PLAYERSOUND);
338
339         this.msound_delay = time + sound_delay;
340 }
341
342
343 // =======================
344 // Monster attack handlers
345 // =======================
346
347 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
348 {
349         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
350
351         setanim(this, anim, false, true, false);
352
353         if(this.animstate_endtime > time && IS_MONSTER(this))
354                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
355         else
356                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
357
358         monster_makevectors(this, targ);
359
360         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
361
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));
364
365         return true;
366 }
367
368 bool Monster_Attack_Leap_Check(entity this, vector vel)
369 {
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
378
379         vector old = this.velocity;
380
381         this.velocity = vel;
382         tracetoss(this, this);
383         this.velocity = old;
384         if(trace_ent != this.enemy)
385                 return false;
386
387         return true;
388 }
389
390 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
391 {
392         if(!Monster_Attack_Leap_Check(this, vel))
393                 return false;
394
395         setanim(this, anm, false, true, false);
396
397         if(this.animstate_endtime > time && IS_MONSTER(this))
398                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
399         else
400                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
401
402         if(IS_MONSTER(this))
403                 this.state = MONSTER_ATTACK_RANGED;
404         settouch(this, touchfunc);
405         this.origin_z += 1;
406         this.velocity = vel;
407         UNSET_ONGROUND(this);
408
409         return true;
410 }
411
412 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
413 {
414         int slot = weaponslot(weaponentity);
415
416         if((!this || !targ)
417         || (!this.monster_attackfunc)
418         || (time < this.attack_finished_single[slot])
419         ) { return; }
420
421         if(vdist(targ.origin - this.origin, <=, this.attack_range))
422         {
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)
427                         return;
428         }
429
430         if(vdist(targ.origin - this.origin, >, this.attack_range))
431         {
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)
436                         return;
437         }
438 }
439
440
441 // ======================
442 // Main monster functions
443 // ======================
444
445 void Monster_UpdateModel(entity this)
446 {
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');*/
458
459         // then get the real values
460         Monster mon = Monsters_from(this.monsterid);
461         mon.mr_anim(mon, this);
462 }
463
464 void Monster_Touch(entity this, entity toucher)
465 {
466         if(toucher == NULL) { return; }
467
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;
473 }
474
475 void Monster_Miniboss_Check(entity this)
476 {
477         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
478                 return;
479
480         float chance = random() * 100;
481
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))
484         {
485                 this.health += autocvar_g_monsters_miniboss_healthboost;
486                 this.effects |= EF_RED;
487                 if(!this.weapon)
488                         this.weapon = WEP_VORTEX.m_id;
489         }
490 }
491
492 bool Monster_Respawn_Check(entity this)
493 {
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
497
498         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
499                 return false;
500
501         if(!autocvar_g_monsters_respawn)
502                 return false;
503
504         return true;
505 }
506
507 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterid); }
508
509 .vector pos1, pos2;
510
511 void Monster_Dead_Fade(entity this)
512 {
513         if(Monster_Respawn_Check(this))
514         {
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)
521                 {
522                         this.pos1 = this.origin;
523                         this.pos2 = this.angles;
524                 }
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);
531         }
532         else
533         {
534                 // number of monsters spawned with mobspawn command
535                 totalspawned -= 1;
536
537                 SUB_SetFade(this, time + 3, 1);
538         }
539 }
540
541 void Monster_Use(entity this, entity actor, entity trigger)
542 {
543         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
544 }
545
546 .float pass_distance;
547 vector Monster_Move_Target(entity this, entity targ)
548 {
549         // enemy is always preferred target
550         if(this.enemy)
551         {
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);
555
556                 // cases where the enemy may have changed their state (don't need to check everything here)
557                 if((!this.enemy)
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)))
565                 {
566                         this.enemy = NULL;
567                         this.pass_distance = 0;
568                 }
569
570                 if(this.enemy)
571                 {
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"); */
576
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
581                         else
582                                 return targ_origin;
583                 }
584
585                 /*makevectors(this.angles);
586                 this.monster_movestate = MONSTER_MOVE_ENEMY;
587                 this.last_trace = time + 1.2;
588                 return this.enemy.origin; */
589         }
590
591         switch(this.monster_moveflags)
592         {
593                 case MONSTER_MOVE_FOLLOW:
594                 {
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;
598                 }
599                 case MONSTER_MOVE_SPAWNLOC:
600                 {
601                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
602                         this.last_trace = time + 2;
603                         return this.pos1;
604                 }
605                 case MONSTER_MOVE_NOMOVE:
606                 {
607                         if(this.monster_moveto)
608                         {
609                                 this.last_trace = time + 0.5;
610                                 return this.monster_moveto;
611                         }
612                         else
613                         {
614                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
615                                 this.last_trace = time + 2;
616                         }
617                         return this.origin;
618                 }
619                 default:
620                 case MONSTER_MOVE_WANDER:
621                 {
622                         vector pos;
623                         this.monster_movestate = MONSTER_MOVE_WANDER;
624
625                         if(this.monster_moveto)
626                         {
627                                 this.last_trace = time + 0.5;
628                                 pos = this.monster_moveto;
629                         }
630                         else if(targ)
631                         {
632                                 this.last_trace = time + 0.5;
633                                 pos = targ.origin;
634                         }
635                         else
636                         {
637                                 this.last_trace = time + this.wander_delay;
638
639                                 this.angles_y = rint(random() * 500);
640                                 makevectors(this.angles);
641                                 pos = this.origin + v_forward * this.wander_distance;
642
643                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
644                                 {
645                                         pos.z = random() * 200;
646                                         if(random() >= 0.5)
647                                                 pos.z *= -1;
648                                 }
649                         }
650
651                         return pos;
652                 }
653         }
654 }
655
656 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
657 {
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");
662
663         vector targpos;
664         if(current_height) // make sure we can actually do this arcing path
665         {
666                 targpos = (to + ('0 0 1' * current_height));
667                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
668                 if(trace_fraction < 1)
669                 {
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"); } */
676                 }
677         }
678         else { targpos = to; }
679
680         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
681
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); }
685
686         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
687         //this.angles = vectoangles(this.velocity);
688 }
689
690 .entity draggedby;
691 .entity target2;
692
693 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
694 {
695         // update goal entity if lost
696         if(this.target2 && this.goalentity.targetname != this.target2) { this.goalentity = find(NULL, targetname, this.target2); }
697
698         if(STAT(FROZEN, this) == 2)
699         {
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);
703
704                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
705                         WaypointSprite_UpdateHealth(this.sprite, this.health);
706
707                 movelib_brake_simple(this, stpspeed);
708                 setanim(this, this.anim_idle, true, false, false);
709
710                 this.enemy = NULL;
711                 this.nextthink = time + this.ticrate;
712
713                 if(this.revive_progress >= 1)
714                         Unfreeze(this);
715
716                 return;
717         }
718         else if(STAT(FROZEN, this) == 3)
719         {
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 );
722
723                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
724                         WaypointSprite_UpdateHealth(this.sprite, this.health);
725
726                 movelib_brake_simple(this, stpspeed);
727                 setanim(this, this.anim_idle, true, false, false);
728
729                 this.enemy = NULL;
730                 this.nextthink = time + this.ticrate;
731
732                 if(this.health < 1)
733                 {
734                         Unfreeze(this);
735                         this.health = 0;
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');
738                 }
739
740                 else if ( this.revive_progress <= 0 )
741                         Unfreeze(this);
742
743                 return;
744         }
745
746         if(this.flags & FL_SWIM)
747         {
748                 if(this.waterlevel < WATERLEVEL_WETFEET)
749                 {
750                         if(time >= this.last_trace)
751                         {
752                                 this.last_trace = time + 0.4;
753
754                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, this.origin, '0 0 0');
755                                 this.angles = '90 90 0';
756                                 if(random() < 0.5)
757                                 {
758                                         this.velocity_y += random() * 50;
759                                         this.velocity_x -= random() * 50;
760                                 }
761                                 else
762                                 {
763                                         this.velocity_y -= random() * 50;
764                                         this.velocity_x += random() * 50;
765                                 }
766                                 this.velocity_z += random() * 150;
767                         }
768
769
770                         set_movetype(this, MOVETYPE_BOUNCE);
771                         //this.velocity_z = -200;
772
773                         return;
774                 }
775                 else if(this.move_movetype == MOVETYPE_BOUNCE)
776                 {
777                         this.angles_x = 0;
778                         set_movetype(this, MOVETYPE_WALK);
779                 }
780         }
781
782         entity targ = this.goalentity;
783
784         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
785                 || gameover
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)
791         {
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);
796                 return;
797         }
798
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
802
803         if(teamplay && autocvar_g_monsters_teams)
804         if(DIFF_TEAM(this.monster_follow, this))
805                 this.monster_follow = NULL;
806
807         if(time >= this.last_enemycheck)
808         {
809                 if(!this.enemy)
810                 {
811                         this.enemy = Monster_FindTarget(this);
812                         if(this.enemy)
813                         {
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';
819
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);
822                         }
823                 }
824
825                 this.last_enemycheck = time + 1; // check for enemies every second
826         }
827
828         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
829         {
830                 this.state = 0;
831                 settouch(this, Monster_Touch);
832         }
833
834         if(this.state && time >= this.attack_finished_single[0])
835                 this.state = 0; // attack is over
836
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);
840
841         if(!this.enemy)
842                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
843
844         if(this.state == MONSTER_ATTACK_MELEE)
845                 this.moveto = this.origin;
846
847         if(this.enemy && this.enemy.vehicle)
848                 runspeed = 0;
849
850         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
851                 this.moveto_z = this.origin_z;
852
853         if(vdist(this.origin - this.moveto, >, 100))
854         {
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));
858
859                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
860                 if(!this.state)
861                 if(vdist(this.velocity, >, 10))
862                         setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
863                 else
864                         setanim(this, this.anim_idle, true, false, false);
865         }
866         else
867         {
868                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
869                 if(e.target2)
870                         this.target2 = e.target2;
871                 else if(e.target) // compatibility
872                         this.target2 = e.target;
873
874                 movelib_brake_simple(this, stpspeed);
875                 if(time > this.anim_finished && time > this.pain_finished)
876                 if(!this.state)
877                 if(vdist(this.velocity, <=, 30))
878                         setanim(this, this.anim_idle, true, false, false);
879         }
880
881         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
882
883         vector real_angle = vectoangles(this.steerto) - this.angles;
884         float turny = 25;
885         if(this.state == MONSTER_ATTACK_MELEE)
886                 turny = 0;
887         if(turny)
888         {
889                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
890                 this.angles_y += turny;
891         }
892
893         .entity weaponentity = weaponentities[0]; // TODO?
894         Monster_Attack_Check(this, this.enemy, weaponentity);
895 }
896
897 void Monster_Remove(entity this)
898 {
899         if(IS_CLIENT(this))
900                 return; // don't remove it?
901
902         if(!this) { return; }
903
904         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
905                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
906
907         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
908         {
909                 .entity weaponentity = weaponentities[slot];
910                 if(this.(weaponentity))
911                         delete(this.(weaponentity));
912         }
913         if(this.iceblock) { delete(this.iceblock); }
914         WaypointSprite_Kill(this.sprite);
915         delete(this);
916 }
917
918 void Monster_Dead_Think(entity this)
919 {
920         this.nextthink = time + this.ticrate;
921
922         if(this.monster_lifetime != 0)
923         if(time >= this.monster_lifetime)
924         {
925                 Monster_Dead_Fade(this);
926                 return;
927         }
928 }
929
930 void Monster_Appear(entity this, entity actor, entity trigger)
931 {
932         this.enemy = actor;
933         Monster_Spawn(this, false, this.monsterid);
934 }
935
936 bool Monster_Appear_Check(entity this, int monster_id)
937 {
938         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
939                 return false;
940
941         setthink(this, func_null);
942         this.monsterid = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
943         this.nextthink = 0;
944         this.use = Monster_Appear;
945         this.flags = FL_MONSTER; // set so this monster can get butchered
946
947         return true;
948 }
949
950 void Monster_Reset(entity this)
951 {
952         setorigin(this, this.pos1);
953         this.angles = this.pos2;
954
955         Unfreeze(this); // remove any icy remains
956
957         this.health = this.max_health;
958         this.velocity = '0 0 0';
959         this.enemy = NULL;
960         this.goalentity = NULL;
961         this.attack_finished_single[0] = 0;
962         this.moveto = this.origin;
963 }
964
965 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
966 {
967         this.health -= damage;
968
969         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
970
971         if(this.health <= -50) // 100 health until gone?
972         {
973                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
974
975                 // number of monsters spawned with mobspawn command
976                 totalspawned -= 1;
977
978                 setthink(this, SUB_Remove);
979                 this.nextthink = time + 0.1;
980                 this.event_damage = func_null;
981         }
982 }
983
984 void Monster_Dead(entity this, entity attacker, float gibbed)
985 {
986         setthink(this, Monster_Dead_Think);
987         this.nextthink = time;
988         this.monster_lifetime = time + 5;
989
990         if(STAT(FROZEN, this))
991         {
992                 Unfreeze(this); // remove any icy remains
993                 this.health = 0; // reset by Unfreeze
994         }
995
996         monster_dropitem(this, attacker);
997
998         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
999
1000         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
1001                 monsters_killed += 1;
1002
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);
1006
1007         if(gibbed)
1008         {
1009                 // number of monsters spawned with mobspawn command
1010                 totalspawned -= 1;
1011         }
1012
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;
1017         this.enemy                      = NULL;
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;
1022         this.state                      = 0;
1023         this.attack_finished_single[0] = 0;
1024         this.effects = 0;
1025
1026         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
1027                 this.velocity = '0 0 0';
1028
1029         CSQCModel_UnlinkEntity(this);
1030
1031         Monster mon = Monsters_from(this.monsterid);
1032         mon.mr_death(mon, this);
1033
1034         if(this.candrop && this.weapon)
1035         {
1036                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
1037                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
1038         }
1039 }
1040
1041 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1042 {
1043         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1044                 return;
1045
1046         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1047                 return;
1048
1049         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1050                 //return;
1051
1052         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1053                 return;
1054
1055         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1056                 return;
1057
1058         vector v = healtharmor_applydamage(100, this.armorvalue / 100, deathtype, damage);
1059         float take = v.x;
1060         //float save = v.y;
1061
1062         Monster mon = Monsters_from(this.monsterid);
1063         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1064
1065         if(take)
1066         {
1067                 this.health -= take;
1068                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1069         }
1070
1071         if(this.sprite)
1072                 WaypointSprite_UpdateHealth(this.sprite, this.health);
1073
1074         this.dmg_time = time;
1075
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
1078
1079         this.velocity += force * this.damageforcescale;
1080
1081         if(deathtype != DEATH_DROWN.m_id && take)
1082         {
1083                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1084                 if (take > 50)
1085                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1086                 if (take > 100)
1087                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1088         }
1089
1090         if(this.health <= 0)
1091         {
1092                 if(deathtype == DEATH_KILL.m_id)
1093                         this.candrop = false; // killed by mobkill command
1094
1095                 // TODO: fix this?
1096                 SUB_UseTargets(this, attacker, this.enemy);
1097                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1098
1099                 Monster_Dead(this, attacker, (this.health <= -100 || deathtype == DEATH_KILL.m_id));
1100
1101                 WaypointSprite_Kill(this.sprite);
1102
1103                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1104
1105                 if(this.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1106                 {
1107                         Violence_GibSplash(this, 1, 0.5, attacker);
1108
1109                         setthink(this, SUB_Remove);
1110                         this.nextthink = time + 0.1;
1111                 }
1112         }
1113 }
1114
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)
1117 {
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)
1119         {
1120                 mspeed = 0;
1121                 if(time >= this.spawn_time)
1122                         setanim(this, this.anim_idle, true, false, false);
1123                 movelib_brake_simple(this, 0.6);
1124                 return;
1125         }
1126
1127         makevectors(this.angles);
1128         vector a = CENTER_OR_VIEWOFS(this);
1129         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1130
1131         traceline(a, b, MOVE_NORMAL, this);
1132
1133         bool reverse = false;
1134         if(trace_fraction != 1.0)
1135                 reverse = true;
1136         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1137                 reverse = false;
1138         if(trace_ent && IS_MONSTER(trace_ent))
1139                 reverse = true;
1140
1141         // TODO: fix this... tracing is broken if the floor is thin
1142         /*
1143         if(!allow_jumpoff)
1144         {
1145                 a = b - '0 0 32';
1146                 traceline(b, a, MOVE_WORLDONLY, this);
1147                 if(trace_fraction == 1.0)
1148                         reverse = true;
1149         } */
1150
1151         if(reverse)
1152         {
1153                 this.angles_y = anglemods(this.angles_y - 180);
1154                 makevectors(this.angles);
1155         }
1156
1157         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1158
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);
1162         else
1163                 setanim(this, this.anim_idle, true, false, false);
1164 }
1165
1166 void Monster_Anim(entity this)
1167 {
1168         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1169         if(IS_DEAD(this))
1170         {
1171                 if (!deadbits)
1172                 {
1173                         // Decide on which death animation to use.
1174                         if(random() < 0.5)
1175                                 deadbits = ANIMSTATE_DEAD1;
1176                         else
1177                                 deadbits = ANIMSTATE_DEAD2;
1178                 }
1179         }
1180         else
1181         {
1182                 // Clear a previous death animation.
1183                 deadbits = 0;
1184         }
1185         int animbits = deadbits;
1186         if(STAT(FROZEN, this))
1187                 animbits |= ANIMSTATE_FROZEN;
1188         if(this.crouch)
1189                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1190         animdecide_setstate(this, animbits, false);
1191         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1192
1193         /* // weapon entities for monsters?
1194         if (this.weaponentity)
1195         {
1196                 updateanim(this.weaponentity);
1197                 if (!this.weaponentity.animstate_override)
1198                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1199         }
1200         */
1201 }
1202
1203 void Monster_Think(entity this)
1204 {
1205         setthink(this, Monster_Think);
1206         this.nextthink = time + this.ticrate;
1207
1208         if(this.monster_lifetime && time >= this.monster_lifetime)
1209         {
1210                 Damage(this, this, this, this.health + this.max_health, DEATH_KILL.m_id, this.origin, this.origin);
1211                 return;
1212         }
1213
1214         Monster mon = Monsters_from(this.monsterid);
1215         if(mon.mr_think(mon, this))
1216                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1217
1218         Monster_Anim(this);
1219
1220         CSQCMODEL_AUTOUPDATE(this);
1221 }
1222
1223 bool Monster_Spawn_Setup(entity this)
1224 {
1225         Monster mon = Monsters_from(this.monsterid);
1226         mon.mr_setup(mon, this);
1227
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; }
1236
1237         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1238         {
1239                 Monster_Miniboss_Check(this);
1240                 this.health *= MONSTER_SKILLMOD(this);
1241
1242                 if(!this.skin)
1243                         this.skin = rint(random() * 4);
1244         }
1245
1246         this.max_health = this.health;
1247         this.pain_finished = this.nextthink;
1248
1249         if(IS_PLAYER(this.monster_follow))
1250                 this.effects |= EF_DIMLIGHT;
1251
1252         if(!this.wander_delay) { this.wander_delay = 2; }
1253         if(!this.wander_distance) { this.wander_distance = 600; }
1254
1255         Monster_Sounds_Precache(this);
1256         Monster_Sounds_Update(this);
1257
1258         if(teamplay)
1259                 this.monster_attack = true; // we can have monster enemies in team games
1260
1261         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1262
1263         if(autocvar_g_monsters_healthbars)
1264         {
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))
1269                 {
1270                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1271                         WaypointSprite_UpdateHealth(this.sprite, this.health);
1272                 }
1273         }
1274
1275         setthink(this, Monster_Think);
1276         this.nextthink = time + this.ticrate;
1277
1278         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1279                 return false;
1280
1281         return true;
1282 }
1283
1284 bool Monster_Spawn(entity this, bool check_appear, int mon_id)
1285 {
1286         // setup the basic required properties for a monster
1287         entity mon = Monsters_from(mon_id);
1288         if(!mon.monsterid) { return false; } // invalid monster
1289
1290         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1291
1292         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1293                 IL_PUSH(g_monsters, this);
1294
1295         if(check_appear && Monster_Appear_Check(this, mon_id)) { return true; } // return true so the monster isn't removed
1296
1297         if(!this.monster_skill)
1298                 this.monster_skill = cvar("g_monsters_skill");
1299
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; }
1304
1305         if(this.team && !teamplay)
1306                 this.team = 0;
1307
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;
1311
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;
1331         this.enemy                              = NULL;
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;
1346         this.gravity                    = 1;
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;
1350
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; }
1357
1358         if(autocvar_g_playerclip_collisions)
1359                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1360
1361         if(mon.spawnflags & MONSTER_TYPE_FLY)
1362         {
1363                 this.flags |= FL_FLY;
1364                 set_movetype(this, MOVETYPE_FLY);
1365         }
1366
1367         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1368         {
1369                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1370                         this.scale *= 1.3;
1371
1372                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1373                 if(autocvar_g_monsters_quake_resize)
1374                         this.scale *= 1.3;
1375         }
1376
1377         setsize(this, mon.mins * this.scale, mon.maxs * this.scale);
1378
1379         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1380
1381         Monster_UpdateModel(this);
1382
1383         if(!Monster_Spawn_Setup(this))
1384         {
1385                 Monster_Remove(this);
1386                 return false;
1387         }
1388
1389         if(!this.noalign)
1390         {
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);
1394         }
1395
1396         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1397                 monster_setupcolors(this);
1398
1399         CSQCMODEL_AUTOINIT(this);
1400
1401         return true;
1402 }