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1 #include "sv_spawn.qh"
2
3 #if defined(CSQC)
4 #elif defined(MENUQC)
5 #elif defined(SVQC)
6         #include <common/monsters/all.qh>
7         #include <common/monsters/sv_monsters.qh>
8         #include <common/stats.qh>
9         #include <common/util.qh>
10         #include <common/weapons/_all.qh>
11         #include <server/weapons/common.qh>
12 #endif
13
14 entity spawnmonster (entity e, string monster, Monster monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool removeifinvalid, int moveflag)
15 {
16         e.spawnflags = MONSTERFLAG_SPAWNED;
17
18         if(!respwn) { e.spawnflags |= MONSTERFLAG_NORESPAWN; }
19         //if(invincible) { e.spawnflags |= MONSTERFLAG_INVINCIBLE; }
20
21         setorigin(e, orig);
22         bool allow_any = boolean(monster == "anyrandom");
23
24         if(monster == "random" || allow_any)
25         {
26                 RandomSelection_Init();
27                 FOREACH(Monsters, it != MON_Null && (allow_any || !(it.spawnflags & MON_FLAG_HIDDEN)) && !(it.spawnflags & MONSTER_TYPE_PASSIVE),
28                 {
29                         RandomSelection_AddEnt(it, 1, 1);
30                 });
31
32                 monster_id = RandomSelection_chosen_ent;
33         }
34         else if(monster != "")
35         {
36                 bool found = false;
37                 FOREACH(Monsters, it != MON_Null,
38                 {
39                         if(it.netname == monster)
40                         {
41                                 found = true;
42                                 monster_id = it; // we have the monster, old monster id is no longer required
43                                 break;
44                         }
45                 });
46
47                 if(!found && monster_id == MON_Null)
48                 {
49                         if(removeifinvalid)
50                         {
51                                 delete(e);
52                                 return NULL; // no good
53                         }
54                         else
55                         {
56                                 // select a random valid monster type if no valid monster was provided
57                                 return spawnmonster(e, "random", MON_Null, spawnedby, own, orig, respwn, removeifinvalid, moveflag);
58                         }
59                 }
60         }
61
62         e.realowner = spawnedby;
63
64         if(moveflag)
65                 e.monster_moveflags = moveflag;
66
67         if(IS_PLAYER(spawnedby))
68         {
69                 if(teamplay && autocvar_g_monsters_teams)
70                         e.team = spawnedby.team; // colors handled in spawn code
71
72                 if(autocvar_g_monsters_owners)
73                         e.monster_follow = own; // using .owner makes the monster non-solid for its master
74
75                 e.angles_y = spawnedby.angles_y;
76         }
77
78         // Monster_Spawn checks if monster is valid
79         if(!Monster_Spawn(e, false, monster_id))
80         {
81                 delete(e);
82                 return NULL; // remove even if told not to, as we didn't spawn any kind of monster
83         }
84
85         return e;
86 }