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Some more defs.qh cleanup, update gameplay hash (again)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <lib/warpzone/common.qh>
4 #include "../constants.qh"
5 #include "../teams.qh"
6 #include "../util.qh"
7 #include "all.qh"
8 #include "../physics/movelib.qh"
9 #include "../weapons/_mod.qh"
10 #include <server/autocvars.qh>
11 #include <server/defs.qh>
12 #include <server/g_damage.qh>
13 #include "../deathtypes/all.qh"
14 #include <server/items/items.qh>
15 #include <server/mutators/_mod.qh>
16 #include <server/steerlib.qh>
17 #include <server/sv_main.qh>
18 #include "../turrets/sv_turrets.qh"
19 #include "../turrets/util.qh"
20 #include "../vehicles/all.qh"
21 #include <server/campaign.qh>
22 #include <server/cheats.qh>
23 #include <server/command/_mod.qh>
24 #include <common/mapobjects/teleporters.qh>
25 #include "../mapobjects/triggers.qh"
26 #include <lib/csqcmodel/sv_model.qh>
27 #include <server/round_handler.qh>
28 #include <server/weapons/_mod.qh>
29
30 void monsters_setstatus(entity this)
31 {
32         STAT(MONSTERS_TOTAL, this) = monsters_total;
33         STAT(MONSTERS_KILLED, this) = monsters_killed;
34 }
35
36 void monster_dropitem(entity this, entity attacker)
37 {
38         if(!this.candrop || !this.monster_loot)
39                 return;
40
41         vector org = CENTER_OR_VIEWOFS(this);
42         entity e = spawn();
43         Item_SetLoot(e, true);
44         e.spawnfunc_checked = true;
45
46         e.monster_loot = this.monster_loot;
47
48         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
49         e = M_ARGV(1, entity);
50
51         if(e && e.monster_loot)
52         {
53                 e.noalign = true;
54                 StartItem(e, e.monster_loot);
55                 e.gravity = 1;
56                 setorigin(e, org);
57                 e.velocity = randomvec() * 175 + '0 0 325';
58                 e.item_spawnshieldtime = time + 0.7;
59                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
60         }
61 }
62
63 void monster_makevectors(entity this, entity targ)
64 {
65         if(IS_MONSTER(this))
66         {
67                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
68                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
69                 this.v_angle_x = -this.v_angle_x;
70         }
71
72         makevectors(this.v_angle);
73 }
74
75 // ===============
76 // Target handling
77 // ===============
78
79 bool Monster_ValidTarget(entity this, entity targ)
80 {
81         // ensure we're not checking nonexistent monster/target
82         if(!this || !targ) { return false; }
83
84         if((targ == this)
85         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
86         || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
87         || (time < game_starttime) // monsters do nothing before match has started
88         || (targ.takedamage == DAMAGE_NO)
89         || (game_stopped)
90         || (targ.items & IT_INVISIBILITY)
91         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
92         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
93         || (this.monster_follow == targ || targ.monster_follow == this)
94         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
95         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
96         || (SAME_TEAM(targ, this))
97         || (STAT(FROZEN, targ))
98         || (targ.alpha != 0 && targ.alpha < 0.5)
99         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
100         )
101         {
102                 // if any of the above checks fail, target is not valid
103                 return false;
104         }
105
106         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
107         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
108
109         if(trace_fraction < 1 && trace_ent != targ)
110                 return false; // solid
111
112         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
113         if(this.enemy != targ)
114         {
115                 makevectors (this.angles);
116                 float dot = normalize (targ.origin - this.origin) * v_forward;
117
118                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
119         }
120
121         return true; // this target is valid!
122 }
123
124 entity Monster_FindTarget(entity this)
125 {
126         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
127
128         entity closest_target = NULL;
129         vector my_center = CENTER_OR_VIEWOFS(this);
130
131         // find the closest acceptable target to pass to
132         IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
133         {
134                 if(Monster_ValidTarget(this, it))
135                 {
136                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
137                         vector targ_center = CENTER_OR_VIEWOFS(it);
138
139                         if(closest_target)
140                         {
141                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
142                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
143                                         { closest_target = it; }
144                         }
145                         else { closest_target = it; }
146                 }
147         });
148
149         return closest_target;
150 }
151
152 void monster_setupcolors(entity this)
153 {
154         if(IS_PLAYER(this.realowner))
155                 this.colormap = this.realowner.colormap;
156         else if(teamplay && this.team)
157                 this.colormap = 1024 + (this.team - 1) * 17;
158         else
159         {
160                 if(this.monster_skill <= MONSTER_SKILL_EASY)
161                         this.colormap = 1029;
162                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
163                         this.colormap = 1027;
164                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
165                         this.colormap = 1038;
166                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
167                         this.colormap = 1028;
168                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
169                         this.colormap = 1032;
170                 else
171                         this.colormap = 1024;
172         }
173 }
174
175 void monster_changeteam(entity this, int newteam)
176 {
177         if(!teamplay) { return; }
178
179         this.team = newteam;
180         if(!this.monster_attack)
181                 IL_PUSH(g_monster_targets, this);
182         this.monster_attack = true; // new team, activate attacking
183         monster_setupcolors(this);
184
185         if(this.sprite)
186         {
187                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
188
189                 this.sprite.team = newteam;
190                 this.sprite.SendFlags |= 1;
191         }
192 }
193
194 .void(entity) monster_delayedfunc;
195 void Monster_Delay_Action(entity this)
196 {
197         if(Monster_ValidTarget(this.owner, this.owner.enemy))
198         {
199                 monster_makevectors(this.owner, this.owner.enemy);
200                 this.monster_delayedfunc(this.owner);
201         }
202
203         if(this.cnt > 1)
204         {
205                 this.cnt -= 1;
206                 setthink(this, Monster_Delay_Action);
207                 this.nextthink = time + this.count;
208         }
209         else
210         {
211                 setthink(this, SUB_Remove);
212                 this.nextthink = time;
213         }
214 }
215
216 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
217 {
218         // deferred attacking, checks if monster is still alive and target is still valid before attacking
219         entity e = spawn();
220
221         setthink(e, Monster_Delay_Action);
222         e.nextthink = time + defer_amnt;
223         e.count = defer_amnt;
224         e.owner = this;
225         e.monster_delayedfunc = func;
226         e.cnt = repeat_count;
227 }
228
229
230 // ==============
231 // Monster sounds
232 // ==============
233
234 string get_monster_model_datafilename(string m, float sk, string fil)
235 {
236         if(m)
237                 m = strcat(m, "_");
238         else
239                 m = "models/monsters/*_";
240         if(sk >= 0)
241                 m = strcat(m, ftos(sk));
242         else
243                 m = strcat(m, "*");
244         return strcat(m, ".", fil);
245 }
246
247 void Monster_Sound_Precache(string f)
248 {
249         float fh;
250         string s;
251         fh = fopen(f, FILE_READ);
252         if(fh < 0)
253                 return;
254         while((s = fgets(fh)))
255         {
256                 if(tokenize_console(s) != 3)
257                 {
258                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
259                         continue;
260                 }
261                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
262         }
263         fclose(fh);
264 }
265
266 void Monster_Sounds_Precache(entity this)
267 {
268         string m = this.monsterdef.m_model.model_str();
269         float globhandle, n, i;
270         string f;
271
272         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
273         if (globhandle < 0)
274                 return;
275         n = search_getsize(globhandle);
276         for (i = 0; i < n; ++i)
277         {
278                 //print(search_getfilename(globhandle, i), "\n");
279                 f = search_getfilename(globhandle, i);
280                 Monster_Sound_Precache(f);
281         }
282         search_end(globhandle);
283 }
284
285 void Monster_Sounds_Clear(entity this)
286 {
287 #define _MSOUND(m) strfree(this.monstersound_##m);
288         ALLMONSTERSOUNDS
289 #undef _MSOUND
290 }
291
292 .string Monster_Sound_SampleField(string type)
293 {
294         GetMonsterSoundSampleField_notFound = 0;
295         switch(type)
296         {
297 #define _MSOUND(m) case #m: return monstersound_##m;
298                 ALLMONSTERSOUNDS
299 #undef _MSOUND
300         }
301         GetMonsterSoundSampleField_notFound = 1;
302         return string_null;
303 }
304
305 bool Monster_Sounds_Load(entity this, string f, int first)
306 {
307         string s;
308         var .string field;
309         float fh = fopen(f, FILE_READ);
310         if(fh < 0)
311         {
312                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
313                 return false;
314         }
315         while((s = fgets(fh)))
316         {
317                 if(tokenize_console(s) != 3)
318                         continue;
319                 field = Monster_Sound_SampleField(argv(0));
320                 if(GetMonsterSoundSampleField_notFound)
321                         continue;
322                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
323         }
324         fclose(fh);
325         return true;
326 }
327
328 .int skin_for_monstersound;
329 void Monster_Sounds_Update(entity this)
330 {
331         if(this.skin == this.skin_for_monstersound) { return; }
332
333         this.skin_for_monstersound = this.skin;
334         Monster_Sounds_Clear(this);
335         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
336                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
337 }
338
339 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
340 {
341         if(!autocvar_g_monsters_sounds) { return; }
342
343         if(delaytoo)
344         if(time < this.msound_delay)
345                 return; // too early
346         string sample = this.(samplefield);
347         if (sample != "") sample = GlobalSound_sample(sample, random());
348         float myscale = ((this.scale) ? this.scale : 1); // safety net
349         // TODO: change volume depending on size too?
350         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
351
352         this.msound_delay = time + sound_delay;
353 }
354
355
356 // =======================
357 // Monster attack handlers
358 // =======================
359
360 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
361 {
362         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
363
364         setanim(this, anim, false, true, false);
365
366         if(this.animstate_endtime > time && IS_MONSTER(this))
367                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
368         else
369                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
370
371         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
372
373         if(trace_ent.takedamage)
374                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
375
376         return true;
377 }
378
379 bool Monster_Attack_Leap_Check(entity this, vector vel)
380 {
381         if(this.state && IS_MONSTER(this))
382                 return false; // already attacking
383         if(!IS_ONGROUND(this))
384                 return false; // not on the ground
385         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
386                 return false; // called when dead?
387         if(time < this.attack_finished_single[0])
388                 return false; // still attacking
389
390         vector old = this.velocity;
391
392         this.velocity = vel;
393         tracetoss(this, this);
394         this.velocity = old;
395         if(trace_ent != this.enemy)
396                 return false;
397
398         return true;
399 }
400
401 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
402 {
403         if(!Monster_Attack_Leap_Check(this, vel))
404                 return false;
405
406         setanim(this, anm, false, true, false);
407
408         if(this.animstate_endtime > time && IS_MONSTER(this))
409                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
410         else
411                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
412
413         if(IS_MONSTER(this))
414                 this.state = MONSTER_ATTACK_RANGED;
415         settouch(this, touchfunc);
416         this.origin_z += 1;
417         this.velocity = vel;
418         UNSET_ONGROUND(this);
419
420         return true;
421 }
422
423 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
424 {
425         int slot = weaponslot(weaponentity);
426
427         if((!this || !targ)
428         || (!this.monster_attackfunc)
429         || (time < this.attack_finished_single[slot])
430         ) { return; }
431
432         if(vdist(targ.origin - this.origin, <=, this.attack_range))
433         {
434                 monster_makevectors(this, targ);
435                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
436                 if(attack_success == 1)
437                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
438                 else if(attack_success > 0)
439                         return;
440         }
441
442         if(vdist(targ.origin - this.origin, >, this.attack_range))
443         {
444                 monster_makevectors(this, targ);
445                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
446                 if(attack_success == 1)
447                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
448                 else if(attack_success > 0)
449                         return;
450         }
451 }
452
453
454 // ======================
455 // Main monster functions
456 // ======================
457
458 void Monster_UpdateModel(entity this)
459 {
460         // assume some defaults
461         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
462         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
463         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
464         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
465         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
466         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
467         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
468         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
469         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
470         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
471
472         // then get the real values
473         Monster mon = this.monsterdef;
474         mon.mr_anim(mon, this);
475 }
476
477 void Monster_Touch(entity this, entity toucher)
478 {
479         if(toucher == NULL) { return; }
480
481         if(toucher.monster_attack)
482         if(this.enemy != toucher)
483         if(!IS_MONSTER(toucher))
484         if(Monster_ValidTarget(this, toucher))
485                 this.enemy = toucher;
486 }
487
488 void Monster_Miniboss_Check(entity this)
489 {
490         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
491                 return;
492
493         float chance = random() * 100;
494
495         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
496         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
497         {
498                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
499                 this.effects |= EF_RED;
500                 if(!this.weapon)
501                         this.weapon = WEP_VORTEX.m_id;
502         }
503 }
504
505 bool Monster_Respawn_Check(entity this)
506 {
507         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
508         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
509                 return true; // enabled by a mutator
510
511         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
512                 return false;
513
514         if(!autocvar_g_monsters_respawn)
515                 return false;
516
517         return true;
518 }
519
520 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
521
522 .vector pos1, pos2;
523
524 void Monster_Dead_Fade(entity this)
525 {
526         if(Monster_Respawn_Check(this))
527         {
528                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
529                 setthink(this, Monster_Respawn);
530                 this.nextthink = time + this.respawntime;
531                 this.monster_lifetime = 0;
532                 this.deadflag = DEAD_RESPAWNING;
533                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
534                 {
535                         this.pos1 = this.origin;
536                         this.pos2 = this.angles;
537                 }
538                 this.event_damage = func_null;
539                 this.event_heal = func_null;
540                 this.takedamage = DAMAGE_NO;
541                 setorigin(this, this.pos1);
542                 this.angles = this.pos2;
543                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
544                 setmodel(this, MDL_Null);
545         }
546         else
547         {
548                 // number of monsters spawned with mobspawn command
549                 totalspawned -= 1;
550
551                 SUB_SetFade(this, time + 3, 1);
552         }
553 }
554
555 void Monster_Use(entity this, entity actor, entity trigger)
556 {
557         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
558 }
559
560 .float pass_distance;
561 vector Monster_Move_Target(entity this, entity targ)
562 {
563         // enemy is always preferred target
564         if(this.enemy)
565         {
566                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
567                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
568                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
569
570                 // cases where the enemy may have changed their state (don't need to check everything here)
571                 if((!this.enemy)
572                         || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
573                         || (STAT(FROZEN, this.enemy))
574                         || (this.enemy.flags & FL_NOTARGET)
575                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
576                         || (this.enemy.takedamage == DAMAGE_NO)
577                         || (vdist(this.origin - targ_origin, >, this.target_range))
578                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
579                 {
580                         this.enemy = NULL;
581                         //this.pass_distance = 0;
582                 }
583
584                 if(this.enemy)
585                 {
586                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
587                         print("Trace origin: ", vtos(targ_origin), "\n");
588                         print("Target origin: ", vtos(this.enemy.origin), "\n");
589                         print("My origin: ", vtos(this.origin), "\n"); */
590
591                         this.monster_movestate = MONSTER_MOVE_ENEMY;
592                         this.last_trace = time + 1.2;
593                         if(this.monster_moveto)
594                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
595                         else
596                                 return targ_origin;
597                 }
598
599                 /*makevectors(this.angles);
600                 this.monster_movestate = MONSTER_MOVE_ENEMY;
601                 this.last_trace = time + 1.2;
602                 return this.enemy.origin; */
603         }
604
605         switch(this.monster_moveflags)
606         {
607                 case MONSTER_MOVE_FOLLOW:
608                 {
609                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
610                         this.last_trace = time + 0.3;
611                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
612                 }
613                 case MONSTER_MOVE_SPAWNLOC:
614                 {
615                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
616                         this.last_trace = time + 2;
617                         return this.pos1;
618                 }
619                 case MONSTER_MOVE_NOMOVE:
620                 {
621                         if(this.monster_moveto)
622                         {
623                                 this.last_trace = time + 0.5;
624                                 return this.monster_moveto;
625                         }
626                         else
627                         {
628                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
629                                 this.last_trace = time + 2;
630                         }
631                         return this.origin;
632                 }
633                 default:
634                 case MONSTER_MOVE_WANDER:
635                 {
636                         vector pos;
637                         this.monster_movestate = MONSTER_MOVE_WANDER;
638
639                         if(this.monster_moveto)
640                         {
641                                 this.last_trace = time + 0.5;
642                                 pos = this.monster_moveto;
643                         }
644                         else if(targ)
645                         {
646                                 this.last_trace = time + 0.5;
647                                 pos = targ.origin;
648                         }
649                         else
650                         {
651                                 this.last_trace = time + this.wander_delay;
652
653                                 this.angles_y = rint(random() * 500);
654                                 makevectors(this.angles);
655                                 pos = this.origin + v_forward * this.wander_distance;
656
657                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
658                                 {
659                                         pos.z = random() * 200;
660                                         if(random() >= 0.5)
661                                                 pos.z *= -1;
662                                 }
663                         }
664
665                         return pos;
666                 }
667         }
668 }
669
670 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
671 {
672         //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
673         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
674         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
675         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
676
677         vector targpos = to;
678 #if 0
679         if(current_height) // make sure we can actually do this arcing path
680         {
681                 targpos = (to + ('0 0 1' * current_height));
682                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
683                 if(trace_fraction < 1)
684                 {
685                         //print("normal arc line failed, trying to find new pos...");
686                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
687                         targpos = (trace_endpos + '0 0 -10');
688                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
689                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
690                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
691                 }
692         }
693         else { targpos = to; }
694 #endif
695
696         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
697
698         vector desired_direction = normalize(targpos - from);
699         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
700         else { this.velocity = (desired_direction * movespeed); }
701
702         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
703         //this.angles = vectoangles(this.velocity);
704 }
705
706 .entity draggedby;
707
708 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
709 {
710         // update goal entity if lost
711         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
712                 this.goalentity = find(NULL, targetname, this.target2);
713
714         if(STAT(FROZEN, this))
715         {
716                 movelib_brake_simple(this, stpspeed);
717                 setanim(this, this.anim_idle, true, false, false);
718                 return; // no physics while frozen!
719         }
720
721         if(this.flags & FL_SWIM)
722         {
723                 if(this.waterlevel < WATERLEVEL_WETFEET)
724                 {
725                         if(time >= this.last_trace)
726                         {
727                                 this.last_trace = time + 0.4;
728
729                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
730                                 this.angles = '90 90 0';
731                                 if(random() < 0.5)
732                                 {
733                                         this.velocity_y += random() * 50;
734                                         this.velocity_x -= random() * 50;
735                                 }
736                                 else
737                                 {
738                                         this.velocity_y -= random() * 50;
739                                         this.velocity_x += random() * 50;
740                                 }
741                                 this.velocity_z += random() * 150;
742                         }
743
744
745                         set_movetype(this, MOVETYPE_BOUNCE);
746                         //this.velocity_z = -200;
747
748                         return;
749                 }
750                 else if(this.move_movetype == MOVETYPE_BOUNCE)
751                 {
752                         this.angles_x = 0;
753                         set_movetype(this, MOVETYPE_WALK);
754                 }
755         }
756
757         entity targ = this.goalentity;
758
759         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
760                 || game_stopped
761                 || this.draggedby != NULL
762                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
763                 || time < game_starttime
764                 || (autocvar_g_campaign && !campaign_bots_may_start)
765                 || time < this.spawn_time)
766         {
767                 runspeed = walkspeed = 0;
768                 if(time >= this.spawn_time)
769                         setanim(this, this.anim_idle, true, false, false);
770                 movelib_brake_simple(this, stpspeed);
771                 return;
772         }
773
774         targ = M_ARGV(3, entity);
775         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
776         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
777
778         if(teamplay && autocvar_g_monsters_teams)
779         if(DIFF_TEAM(this.monster_follow, this))
780                 this.monster_follow = NULL;
781
782         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
783         {
784                 this.state = 0;
785                 settouch(this, Monster_Touch);
786         }
787
788         if(this.state && time >= this.attack_finished_single[0])
789                 this.state = 0; // attack is over
790
791         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
792         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
793                 this.moveto = Monster_Move_Target(this, targ);
794
795         if(!this.enemy)
796                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
797
798         if(this.state == MONSTER_ATTACK_MELEE)
799                 this.moveto = this.origin;
800
801         if(this.enemy && this.enemy.vehicle)
802                 runspeed = 0;
803
804         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
805                 this.moveto_z = this.origin_z;
806
807         if(vdist(this.origin - this.moveto, >, 100))
808         {
809                 bool do_run = (this.enemy || this.monster_moveto);
810                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
811                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
812
813                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
814                 if(!this.state)
815                 {
816                         if(vdist(this.velocity, >, 10))
817                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
818                         else
819                                 setanim(this, this.anim_idle, true, false, false);
820                 }
821         }
822         else
823         {
824                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
825                 if(e.target2 && e.target2 != "")
826                         this.target2 = e.target2;
827                 else if(e.target && e.target != "") // compatibility
828                         this.target2 = e.target;
829
830                 movelib_brake_simple(this, stpspeed);
831                 if(time > this.anim_finished && time > this.pain_finished)
832                 if(!this.state)
833                 if(vdist(this.velocity, <=, 30))
834                         setanim(this, this.anim_idle, true, false, false);
835         }
836
837         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
838
839         vector real_angle = vectoangles(this.steerto) - this.angles;
840         float turny = 25;
841         if(this.state == MONSTER_ATTACK_MELEE)
842                 turny = 0;
843         if(turny)
844         {
845                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
846                 this.angles_y += turny;
847         }
848 }
849
850 void Monster_Remove(entity this)
851 {
852         if(IS_CLIENT(this))
853                 return; // don't remove it?
854
855         if(!this) { return; }
856
857         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
858                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
859
860         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
861         {
862                 .entity weaponentity = weaponentities[slot];
863                 if(this.(weaponentity))
864                         delete(this.(weaponentity));
865         }
866         if(this.iceblock) { delete(this.iceblock); }
867         WaypointSprite_Kill(this.sprite);
868         delete(this);
869 }
870
871 void Monster_Dead_Think(entity this)
872 {
873         this.nextthink = time + this.ticrate;
874
875         if(this.monster_lifetime != 0)
876         if(time >= this.monster_lifetime)
877         {
878                 Monster_Dead_Fade(this);
879                 return;
880         }
881 }
882
883 void Monster_Appear(entity this, entity actor, entity trigger)
884 {
885         this.enemy = actor;
886         Monster_Spawn(this, false, this.monsterdef);
887 }
888
889 bool Monster_Appear_Check(entity this, Monster monster_id)
890 {
891         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
892                 return false;
893
894         setthink(this, func_null);
895         this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
896         this.nextthink = 0;
897         this.use = Monster_Appear;
898         this.flags = FL_MONSTER; // set so this monster can get butchered
899
900         return true;
901 }
902
903 void Monster_Reset(entity this)
904 {
905         setorigin(this, this.pos1);
906         this.angles = this.pos2;
907
908         Unfreeze(this, false); // remove any icy remains
909
910         SetResourceExplicit(this, RES_HEALTH, this.max_health);
911         this.velocity = '0 0 0';
912         this.enemy = NULL;
913         this.goalentity = NULL;
914         this.attack_finished_single[0] = 0;
915         this.moveto = this.origin;
916 }
917
918 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
919 {
920         TakeResource(this, RES_HEALTH, damage);
921
922         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
923
924         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
925         {
926                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
927
928                 // number of monsters spawned with mobspawn command
929                 totalspawned -= 1;
930
931                 setthink(this, SUB_Remove);
932                 this.nextthink = time + 0.1;
933                 this.event_damage = func_null;
934         }
935 }
936
937 void Monster_Dead(entity this, entity attacker, float gibbed)
938 {
939         setthink(this, Monster_Dead_Think);
940         this.nextthink = time;
941         this.monster_lifetime = time + 5;
942
943         if(STAT(FROZEN, this))
944                 Unfreeze(this, false); // remove any icy remains
945
946         monster_dropitem(this, attacker);
947
948         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
949
950         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
951                 monsters_killed += 1;
952
953         if(IS_PLAYER(attacker))
954         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
955                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
956
957         if(gibbed)
958         {
959                 // number of monsters spawned with mobspawn command
960                 totalspawned -= 1;
961         }
962
963         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
964                 _setmodel(this, this.mdl_dead);
965
966         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
967         this.event_heal         = func_null;
968         this.solid                      = SOLID_CORPSE;
969         this.takedamage         = DAMAGE_AIM;
970         this.deadflag           = DEAD_DEAD;
971         this.enemy                      = NULL;
972         set_movetype(this, MOVETYPE_TOSS);
973         this.moveto                     = this.origin;
974         settouch(this, Monster_Touch); // reset incase monster was pouncing
975         this.reset                      = func_null;
976         this.state                      = 0;
977         this.attack_finished_single[0] = 0;
978         this.effects = 0;
979
980         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
981                 this.velocity = '0 0 0';
982
983         CSQCModel_UnlinkEntity(this);
984
985         Monster mon = this.monsterdef;
986         mon.mr_death(mon, this);
987
988         if(this.candrop && this.weapon)
989         {
990                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
991                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
992         }
993 }
994
995 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
996 {
997         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
998                 return;
999
1000         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1001                 return;
1002
1003         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1004                 //return;
1005
1006         if(time < this.spawnshieldtime && deathtype != DEATH_KILL.m_id)
1007                 return;
1008
1009         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1010                 return;
1011
1012         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1013         float take = v.x;
1014         //float save = v.y;
1015
1016         Monster mon = this.monsterdef;
1017         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1018
1019         if(take)
1020         {
1021                 TakeResource(this, RES_HEALTH, take);
1022                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1023         }
1024
1025         if(this.sprite)
1026                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1027
1028         this.dmg_time = time;
1029
1030         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1031                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1032
1033         this.velocity += force * this.damageforcescale;
1034
1035         if(deathtype != DEATH_DROWN.m_id && take)
1036         {
1037                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1038                 if (take > 50)
1039                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1040                 if (take > 100)
1041                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1042         }
1043
1044         if(GetResource(this, RES_HEALTH) <= 0)
1045         {
1046                 if(deathtype == DEATH_KILL.m_id)
1047                         this.candrop = false; // killed by mobkill command
1048
1049                 // TODO: fix this?
1050                 SUB_UseTargets(this, attacker, this.enemy);
1051                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1052
1053                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1054
1055                 WaypointSprite_Kill(this.sprite);
1056
1057                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1058
1059                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1060                 {
1061                         Violence_GibSplash(this, 1, 0.5, attacker);
1062
1063                         setthink(this, SUB_Remove);
1064                         this.nextthink = time + 0.1;
1065                 }
1066         }
1067 }
1068
1069 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1070 {
1071         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1072         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1073                 return false;
1074
1075         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1076         if(targ.sprite)
1077                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1078         return true;
1079 }
1080
1081 // don't check for enemies, just keep walking in a straight line
1082 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1083 {
1084         if(game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || this.draggedby != NULL || time < game_starttime || (autocvar_g_campaign && !campaign_bots_may_start) || time < this.spawn_time)
1085         {
1086                 mspeed = 0;
1087                 if(time >= this.spawn_time)
1088                         setanim(this, this.anim_idle, true, false, false);
1089                 movelib_brake_simple(this, 0.6);
1090                 return;
1091         }
1092
1093         makevectors(this.angles);
1094         vector a = CENTER_OR_VIEWOFS(this);
1095         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1096
1097         traceline(a, b, MOVE_NORMAL, this);
1098
1099         bool reverse = false;
1100         if(trace_fraction != 1.0)
1101                 reverse = true;
1102         if(trace_ent && IS_PLAYER(trace_ent) && !(trace_ent.items & ITEM_Strength.m_itemid))
1103                 reverse = false;
1104         if(trace_ent && IS_MONSTER(trace_ent))
1105                 reverse = true;
1106
1107         if(!allow_jumpoff && IS_ONGROUND(this))
1108         {
1109                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1110                 if(trace_fraction == 1.0)
1111                         reverse = true;
1112         }
1113
1114         if(reverse)
1115         {
1116                 this.angles_y = anglemods(this.angles_y - 180);
1117                 makevectors(this.angles);
1118         }
1119
1120         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1121
1122         if(time > this.pain_finished && time > this.attack_finished_single[0])
1123         {
1124                 if(vdist(this.velocity, >, 10))
1125                         setanim(this, this.anim_walk, true, false, false);
1126                 else
1127                         setanim(this, this.anim_idle, true, false, false);
1128         }
1129 }
1130
1131 void Monster_Anim(entity this)
1132 {
1133         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1134         if(IS_DEAD(this))
1135         {
1136                 if (!deadbits)
1137                 {
1138                         // Decide on which death animation to use.
1139                         if(random() < 0.5)
1140                                 deadbits = ANIMSTATE_DEAD1;
1141                         else
1142                                 deadbits = ANIMSTATE_DEAD2;
1143                 }
1144         }
1145         else
1146         {
1147                 // Clear a previous death animation.
1148                 deadbits = 0;
1149         }
1150         int animbits = deadbits;
1151         if(STAT(FROZEN, this))
1152                 animbits |= ANIMSTATE_FROZEN;
1153         if(IS_DUCKED(this))
1154                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1155         animdecide_setstate(this, animbits, false);
1156         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1157
1158         /* // weapon entities for monsters?
1159         if (this.weaponentity)
1160         {
1161                 updateanim(this.weaponentity);
1162                 if (!this.weaponentity.animstate_override)
1163                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1164         }
1165         */
1166 }
1167
1168 void Monster_Frozen_Think(entity this)
1169 {
1170         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1171         {
1172                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1173                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1174                 if (this.iceblock)
1175                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1176
1177                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1178                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1179
1180                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1181                         Unfreeze(this, false);
1182         }
1183         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1184         {
1185                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1186                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1187
1188                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1189                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1190
1191                 if(GetResource(this, RES_HEALTH) < 1)
1192                 {
1193                         Unfreeze(this, false);
1194                         if(this.event_damage)
1195                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1196                 }
1197                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1198                         Unfreeze(this, false);
1199         }
1200         // otherwise, no revival!
1201
1202         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1203 }
1204
1205 void Monster_Enemy_Check(entity this)
1206 {
1207         if(!this.enemy)
1208         {
1209                 this.enemy = Monster_FindTarget(this);
1210                 if(this.enemy)
1211                 {
1212                         WarpZone_RefSys_Copy(this.enemy, this);
1213                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1214                         // update move target immediately?
1215                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1216                         this.monster_moveto = '0 0 0';
1217                         this.monster_face = '0 0 0';
1218
1219                         //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)));
1220                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1221                 }
1222         }
1223 }
1224
1225 void Monster_Think(entity this)
1226 {
1227         setthink(this, Monster_Think);
1228         this.nextthink = time + this.ticrate;
1229
1230         if(this.monster_lifetime && time >= this.monster_lifetime)
1231         {
1232                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1233                 return;
1234         }
1235
1236         if(STAT(FROZEN, this))
1237                 Monster_Frozen_Think(this);
1238         else if(time >= this.last_enemycheck)
1239         {
1240                 Monster_Enemy_Check(this);
1241                 this.last_enemycheck = time + 1; // check for enemies every second
1242         }
1243
1244         Monster mon = this.monsterdef;
1245         if(mon.mr_think(mon, this))
1246         {
1247                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1248
1249                 .entity weaponentity = weaponentities[0]; // TODO?
1250                 Monster_Attack_Check(this, this.enemy, weaponentity);
1251         }
1252
1253         Monster_Anim(this);
1254
1255         CSQCMODEL_AUTOUPDATE(this);
1256 }
1257
1258 bool Monster_Spawn_Setup(entity this)
1259 {
1260         Monster mon = this.monsterdef;
1261         mon.mr_setup(mon, this);
1262
1263         // ensure some basic needs are met
1264         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1265         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1266         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1267         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1268         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1269         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1270         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1271
1272         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1273         {
1274                 Monster_Miniboss_Check(this);
1275                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1276
1277                 if(!this.skin)
1278                         this.skin = rint(random() * 4);
1279         }
1280
1281         this.max_health = GetResource(this, RES_HEALTH);
1282         this.pain_finished = this.nextthink;
1283
1284         if(IS_PLAYER(this.monster_follow))
1285                 this.effects |= EF_DIMLIGHT;
1286
1287         if(!this.wander_delay) { this.wander_delay = 2; }
1288         if(!this.wander_distance) { this.wander_distance = 600; }
1289
1290         Monster_Sounds_Precache(this);
1291         Monster_Sounds_Update(this);
1292
1293         if(teamplay)
1294         {
1295                 if(!this.monster_attack)
1296                         IL_PUSH(g_monster_targets, this);
1297                 this.monster_attack = true; // we can have monster enemies in team games
1298         }
1299
1300         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1301
1302         if(autocvar_g_monsters_healthbars)
1303         {
1304                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1305                 wp.wp_extra = this.monsterdef.monsterid;
1306                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1307                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1308                 {
1309                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1310                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1311                 }
1312         }
1313
1314         setthink(this, Monster_Think);
1315         this.nextthink = time + this.ticrate;
1316
1317         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1318                 return false;
1319
1320         return true;
1321 }
1322
1323 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1324 {
1325         // setup the basic required properties for a monster
1326
1327         if(!mon || mon == MON_Null) { return false; } // invalid monster
1328         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1329
1330         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1331         {
1332                 IL_PUSH(g_monsters, this);
1333                 if(this.mdl && this.mdl != "")
1334                         precache_model(this.mdl);
1335                 if(this.mdl_dead && this.mdl_dead != "")
1336                         precache_model(this.mdl_dead);
1337         }
1338
1339         if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1340
1341         if(!this.monster_skill)
1342                 this.monster_skill = cvar("g_monsters_skill");
1343
1344         // support for quake style removing monsters based on skill
1345         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1346         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1347         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1348
1349         if(this.team && !teamplay)
1350                 this.team = 0;
1351
1352         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1353         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1354                 monsters_total += 1;
1355
1356         if(this.mdl && this.mdl != "")
1357                 _setmodel(this, this.mdl);
1358         else
1359                 setmodel(this, mon.m_model);
1360
1361         this.flags                              = FL_MONSTER;
1362         this.classname                  = "monster";
1363         this.takedamage                 = DAMAGE_AIM;
1364         if(!this.bot_attack)
1365                 IL_PUSH(g_bot_targets, this);
1366         this.bot_attack                 = true;
1367         this.iscreature                 = true;
1368         this.teleportable               = true;
1369         if(!this.damagedbycontents)
1370                 IL_PUSH(g_damagedbycontents, this);
1371         this.damagedbycontents  = true;
1372         this.monsterdef                 = mon;
1373         this.event_damage               = Monster_Damage;
1374         this.event_heal                 = Monster_Heal;
1375         settouch(this, Monster_Touch);
1376         this.use                                = Monster_Use;
1377         this.solid                              = SOLID_BBOX;
1378         set_movetype(this, MOVETYPE_WALK);
1379         this.spawnshieldtime    = time + autocvar_g_monsters_spawnshieldtime;
1380         this.enemy                              = NULL;
1381         this.velocity                   = '0 0 0';
1382         this.moveto                             = this.origin;
1383         this.pos1                               = this.origin;
1384         this.pos2                               = this.angles;
1385         this.reset                              = Monster_Reset;
1386         this.netname                    = mon.netname;
1387         this.monster_attackfunc = mon.monster_attackfunc;
1388         this.monster_name               = mon.monster_name;
1389         this.candrop                    = true;
1390         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1391         this.oldtarget2                 = this.target2;
1392         //this.pass_distance            = 0;
1393         this.deadflag                   = DEAD_NO;
1394         this.spawn_time                 = time;
1395         this.gravity                    = 1;
1396         this.monster_moveto             = '0 0 0';
1397         this.monster_face               = '0 0 0';
1398         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1399
1400         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1401         if(!this.scale) { this.scale = 1; }
1402         if(autocvar_g_monsters_edit) { this.grab = 1; }
1403         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1404         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1405         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1406
1407         if(autocvar_g_playerclip_collisions)
1408                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1409
1410         if(mon.spawnflags & MONSTER_TYPE_FLY)
1411         {
1412                 this.flags |= FL_FLY;
1413                 set_movetype(this, MOVETYPE_FLY);
1414         }
1415
1416         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1417         {
1418                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1419                         this.scale *= 1.3;
1420
1421                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1422                 if(autocvar_g_monsters_quake_resize)
1423                         this.scale *= 1.3;
1424         }
1425
1426         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1427
1428         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1429
1430         Monster_UpdateModel(this);
1431
1432         if(!Monster_Spawn_Setup(this))
1433         {
1434                 Monster_Remove(this);
1435                 return false;
1436         }
1437
1438         if(!this.noalign)
1439         {
1440                 setorigin(this, this.origin + '0 0 20');
1441                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1442                 setorigin(this, trace_endpos);
1443         }
1444
1445         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1446                 monster_setupcolors(this);
1447
1448         CSQCMODEL_AUTOINIT(this);
1449
1450         return true;
1451 }