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Fix Welcome message "popping up multiple times in the middle of a match"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
1 #include "sv_monsters.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/items/_mod.qh>
6 #include <common/mapobjects/teleporters.qh>
7 #include <common/mapobjects/triggers.qh>
8 #include <common/monsters/all.qh>
9 #include <common/mutators/mutator/nades/nades.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/physics/movelib.qh>
12 #include <common/stats.qh>
13 #include <common/teams.qh>
14 #include <common/turrets/sv_turrets.qh>
15 #include <common/turrets/util.qh>
16 #include <common/util.qh>
17 #include <common/vehicles/all.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/weapons/_mod.qh>
20 #include <lib/csqcmodel/sv_model.qh>
21 #include <lib/warpzone/common.qh>
22 #include <server/campaign.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/command/_mod.qh>
26 #include <server/damage.qh>
27 #include <server/items/items.qh>
28 #include <server/mutators/_mod.qh>
29 #include <server/round_handler.qh>
30 #include <server/steerlib.qh>
31 #include <server/weapons/_mod.qh>
32
33 void monsters_setstatus(entity this)
34 {
35         STAT(MONSTERS_TOTAL, this) = monsters_total;
36         STAT(MONSTERS_KILLED, this) = monsters_killed;
37 }
38
39 void monster_dropitem(entity this, entity attacker)
40 {
41         if(!this.candrop || !this.monster_loot)
42                 return;
43
44         vector org = CENTER_OR_VIEWOFS(this);
45         entity e = spawn();
46         Item_SetLoot(e, true);
47         e.spawnfunc_checked = true;
48
49         e.monster_loot = this.monster_loot;
50
51         MUTATOR_CALLHOOK(MonsterDropItem, this, e, attacker);
52         e = M_ARGV(1, entity);
53
54         if(e && e.monster_loot)
55         {
56                 e.noalign = true;
57                 StartItem(e, e.monster_loot);
58                 e.gravity = 1;
59                 setorigin(e, org);
60                 e.velocity = randomvec() * 175 + '0 0 325';
61                 e.item_spawnshieldtime = time + 0.7;
62                 SUB_SetFade(e, time + autocvar_g_monsters_drop_time, 1);
63         }
64 }
65
66 void monster_makevectors(entity this, entity targ)
67 {
68         if(IS_MONSTER(this))
69         {
70                 vector v = targ.origin + (targ.mins + targ.maxs) * 0.5;
71                 this.v_angle = vectoangles(v - (this.origin + this.view_ofs));
72                 this.v_angle_x = -this.v_angle_x;
73         }
74
75         makevectors(this.v_angle);
76 }
77
78 // ===============
79 // Target handling
80 // ===============
81
82 bool Monster_ValidTarget(entity this, entity targ)
83 {
84         // ensure we're not checking nonexistent monster/target
85         if(!this || !targ) { return false; }
86
87         if((targ == this)
88         || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
89         || (IS_VEHICLE(targ) && !(this.monsterdef.spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
90         || (time < game_starttime) // monsters do nothing before match has started
91         || (targ.takedamage == DAMAGE_NO)
92         || (game_stopped)
93         || (IS_SPEC(targ) || IS_OBSERVER(targ)) // don't attack spectators
94         || (!IS_VEHICLE(targ) && (IS_DEAD(targ) || IS_DEAD(this) || GetResource(targ, RES_HEALTH) <= 0 || GetResource(this, RES_HEALTH) <= 0))
95         || (this.monster_follow == targ || targ.monster_follow == this)
96         || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
97         || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
98         || (SAME_TEAM(targ, this))
99         || (STAT(FROZEN, targ))
100         || (targ.alpha != 0 && targ.alpha < 0.5)
101         || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
102         )
103         {
104                 // if any of the above checks fail, target is not valid
105                 return false;
106         }
107
108         vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
109         traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
110
111         if(trace_fraction < 1 && trace_ent != targ)
112                 return false; // solid
113
114         if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
115         if(this.enemy != targ)
116         {
117                 makevectors (this.angles);
118                 float dot = normalize (targ.origin - this.origin) * v_forward;
119
120                 if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
121         }
122
123         return true; // this target is valid!
124 }
125
126 entity Monster_FindTarget(entity this)
127 {
128         if(MUTATOR_CALLHOOK(MonsterFindTarget)) { return this.enemy; } // Handled by a mutator
129
130         entity closest_target = NULL;
131         vector my_center = CENTER_OR_VIEWOFS(this);
132
133         // find the closest acceptable target to pass to
134         IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
135         {
136                 if(Monster_ValidTarget(this, it))
137                 {
138                         // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in damage.qc)
139                         vector targ_center = CENTER_OR_VIEWOFS(it);
140
141                         if(closest_target)
142                         {
143                                 vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
144                                 if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
145                                         { closest_target = it; }
146                         }
147                         else { closest_target = it; }
148                 }
149         });
150
151         return closest_target;
152 }
153
154 void monster_setupcolors(entity this)
155 {
156         if(IS_PLAYER(this.realowner))
157                 this.colormap = this.realowner.colormap;
158         else if(teamplay && this.team)
159                 this.colormap = 1024 + (this.team - 1) * 17;
160         else
161         {
162                 if(this.monster_skill <= MONSTER_SKILL_EASY)
163                         this.colormap = 1029;
164                 else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
165                         this.colormap = 1027;
166                 else if(this.monster_skill <= MONSTER_SKILL_HARD)
167                         this.colormap = 1038;
168                 else if(this.monster_skill <= MONSTER_SKILL_INSANE)
169                         this.colormap = 1028;
170                 else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
171                         this.colormap = 1032;
172                 else
173                         this.colormap = 1024;
174         }
175 }
176
177 void monster_changeteam(entity this, int newteam)
178 {
179         if(!teamplay) { return; }
180
181         this.team = newteam;
182         if(!this.monster_attack)
183                 IL_PUSH(g_monster_targets, this);
184         this.monster_attack = true; // new team, activate attacking
185         monster_setupcolors(this);
186
187         if(this.sprite)
188         {
189                 WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DANGER, ((newteam) ? Team_ColorRGB(newteam) : '1 0 0'));
190
191                 this.sprite.team = newteam;
192                 this.sprite.SendFlags |= 1;
193         }
194 }
195
196 .void(entity) monster_delayedfunc;
197 void Monster_Delay_Action(entity this)
198 {
199         if(Monster_ValidTarget(this.owner, this.owner.enemy))
200         {
201                 monster_makevectors(this.owner, this.owner.enemy);
202                 this.monster_delayedfunc(this.owner);
203         }
204
205         if(this.cnt > 1)
206         {
207                 this.cnt -= 1;
208                 setthink(this, Monster_Delay_Action);
209                 this.nextthink = time + this.count;
210         }
211         else
212         {
213                 setthink(this, SUB_Remove);
214                 this.nextthink = time;
215         }
216 }
217
218 void Monster_Delay(entity this, int repeat_count, float defer_amnt, void(entity) func)
219 {
220         // deferred attacking, checks if monster is still alive and target is still valid before attacking
221         entity e = new_pure(Monster_Delay);
222
223         setthink(e, Monster_Delay_Action);
224         e.nextthink = time + defer_amnt;
225         e.count = defer_amnt;
226         e.owner = this;
227         e.monster_delayedfunc = func;
228         e.cnt = repeat_count;
229 }
230
231
232 // ==============
233 // Monster sounds
234 // ==============
235
236 string get_monster_model_datafilename(string m, float sk, string fil)
237 {
238         if(m)
239                 m = strcat(m, "_");
240         else
241                 m = "models/monsters/*_";
242         if(sk >= 0)
243                 m = strcat(m, ftos(sk));
244         else
245                 m = strcat(m, "*");
246         return strcat(m, ".", fil);
247 }
248
249 void Monster_Sound_Precache(string f)
250 {
251         float fh;
252         string s;
253         fh = fopen(f, FILE_READ);
254         if(fh < 0)
255                 return;
256         while((s = fgets(fh)))
257         {
258                 if(tokenize_console(s) != 3)
259                 {
260                         //LOG_DEBUG("Invalid sound info line: ", s); // probably a comment, no need to spam warnings
261                         continue;
262                 }
263                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
264         }
265         fclose(fh);
266 }
267
268 void Monster_Sounds_Precache(entity this)
269 {
270         string m = this.monsterdef.m_model.model_str();
271         float globhandle, n, i;
272         string f;
273
274         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
275         if (globhandle < 0)
276                 return;
277         n = search_getsize(globhandle);
278         for (i = 0; i < n; ++i)
279         {
280                 //print(search_getfilename(globhandle, i), "\n");
281                 f = search_getfilename(globhandle, i);
282                 Monster_Sound_Precache(f);
283         }
284         search_end(globhandle);
285 }
286
287 void Monster_Sounds_Clear(entity this)
288 {
289 #define _MSOUND(m) strfree(this.monstersound_##m);
290         ALLMONSTERSOUNDS
291 #undef _MSOUND
292 }
293
294 .string Monster_Sound_SampleField(string type)
295 {
296         GetMonsterSoundSampleField_notFound = 0;
297         switch(type)
298         {
299 #define _MSOUND(m) case #m: return monstersound_##m;
300                 ALLMONSTERSOUNDS
301 #undef _MSOUND
302         }
303         GetMonsterSoundSampleField_notFound = 1;
304         return string_null;
305 }
306
307 bool Monster_Sounds_Load(entity this, string f, int first)
308 {
309         string s;
310         var .string field;
311         float fh = fopen(f, FILE_READ);
312         if(fh < 0)
313         {
314                 //LOG_DEBUG("Monster sound file not found: ", f); // no biggie, monster has no sounds, let's not spam it
315                 return false;
316         }
317         while((s = fgets(fh)))
318         {
319                 if(tokenize_console(s) != 3)
320                         continue;
321                 field = Monster_Sound_SampleField(argv(0));
322                 if(GetMonsterSoundSampleField_notFound)
323                         continue;
324                 strcpy(this.(field), strcat(argv(1), " ", argv(2)));
325         }
326         fclose(fh);
327         return true;
328 }
329
330 .int skin_for_monstersound;
331 void Monster_Sounds_Update(entity this)
332 {
333         if(this.skin == this.skin_for_monstersound) { return; }
334
335         this.skin_for_monstersound = this.skin;
336         Monster_Sounds_Clear(this);
337         if(!Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, this.skin, "sounds"), 0))
338                 Monster_Sounds_Load(this, get_monster_model_datafilename(this.model, 0, "sounds"), 0);
339 }
340
341 void Monster_Sound(entity this, .string samplefield, float sound_delay, bool delaytoo, float chan)
342 {
343         if(!autocvar_g_monsters_sounds) { return; }
344
345         if(delaytoo)
346         if(time < this.msound_delay)
347                 return; // too early
348         string sample = this.(samplefield);
349         if (sample != "") sample = GlobalSound_sample(sample, random());
350         float myscale = ((this.scale) ? this.scale : 1); // safety net
351         // TODO: change volume depending on size too?
352         sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
353
354         this.msound_delay = time + sound_delay;
355 }
356
357
358 // =======================
359 // Monster attack handlers
360 // =======================
361
362 bool Monster_Attack_Melee(entity this, entity targ, float damg, vector anim, float er, float animtime, int deathtype, bool dostop)
363 {
364         if(dostop && IS_MONSTER(this)) { this.state = MONSTER_ATTACK_MELEE; }
365
366         setanim(this, anim, false, true, false);
367
368         if(this.animstate_endtime > time && IS_MONSTER(this))
369                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
370         else
371                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
372
373         traceline(this.origin + this.view_ofs, this.origin + v_forward * er, 0, this);
374
375         if(trace_ent.takedamage)
376                 Damage(trace_ent, this, this, damg * MONSTER_SKILLMOD(this), deathtype, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
377
378         return true;
379 }
380
381 bool Monster_Attack_Leap_Check(entity this, vector vel)
382 {
383         if(this.state && IS_MONSTER(this))
384                 return false; // already attacking
385         if(!IS_ONGROUND(this))
386                 return false; // not on the ground
387         if(GetResource(this, RES_HEALTH) <= 0 || IS_DEAD(this))
388                 return false; // called when dead?
389         if(time < this.attack_finished_single[0])
390                 return false; // still attacking
391
392         vector old = this.velocity;
393
394         this.velocity = vel;
395         tracetoss(this, this);
396         this.velocity = old;
397         if(trace_ent != this.enemy)
398                 return false;
399
400         return true;
401 }
402
403 bool Monster_Attack_Leap(entity this, vector anm, void(entity this, entity toucher) touchfunc, vector vel, float animtime)
404 {
405         if(!Monster_Attack_Leap_Check(this, vel))
406                 return false;
407
408         setanim(this, anm, false, true, false);
409
410         if(this.animstate_endtime > time && IS_MONSTER(this))
411                 this.attack_finished_single[0] = this.anim_finished = this.animstate_endtime;
412         else
413                 this.attack_finished_single[0] = this.anim_finished = time + animtime;
414
415         if(IS_MONSTER(this))
416                 this.state = MONSTER_ATTACK_RANGED;
417         settouch(this, touchfunc);
418         this.origin_z += 1;
419         this.velocity = vel;
420         UNSET_ONGROUND(this);
421
422         return true;
423 }
424
425 void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
426 {
427         int slot = weaponslot(weaponentity);
428
429         if((!this || !targ)
430         || (!this.monster_attackfunc)
431         || (time < this.attack_finished_single[slot])
432         ) { return; }
433
434         if(vdist(targ.origin - this.origin, <=, this.attack_range))
435         {
436                 monster_makevectors(this, targ);
437                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_MELEE, this, targ, weaponentity);
438                 if(attack_success == 1)
439                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
440                 else if(attack_success > 0)
441                         return;
442         }
443
444         if(vdist(targ.origin - this.origin, >, this.attack_range))
445         {
446                 monster_makevectors(this, targ);
447                 int attack_success = this.monster_attackfunc(MONSTER_ATTACK_RANGED, this, targ, weaponentity);
448                 if(attack_success == 1)
449                         Monster_Sound(this, monstersound_melee, 0, false, CH_VOICE);
450                 else if(attack_success > 0)
451                         return;
452         }
453 }
454
455
456 // ======================
457 // Main monster functions
458 // ======================
459
460 void Monster_UpdateModel(entity this)
461 {
462         // assume some defaults
463         /*this.anim_idle   = animfixfps(this, '0 1 0.01', '0 0 0');
464         this.anim_walk   = animfixfps(this, '1 1 0.01', '0 0 0');
465         this.anim_run    = animfixfps(this, '2 1 0.01', '0 0 0');
466         this.anim_fire1  = animfixfps(this, '3 1 0.01', '0 0 0');
467         this.anim_fire2  = animfixfps(this, '4 1 0.01', '0 0 0');
468         this.anim_melee  = animfixfps(this, '5 1 0.01', '0 0 0');
469         this.anim_pain1  = animfixfps(this, '6 1 0.01', '0 0 0');
470         this.anim_pain2  = animfixfps(this, '7 1 0.01', '0 0 0');
471         this.anim_die1   = animfixfps(this, '8 1 0.01', '0 0 0');
472         this.anim_die2   = animfixfps(this, '9 1 0.01', '0 0 0');*/
473
474         // then get the real values
475         Monster mon = this.monsterdef;
476         mon.mr_anim(mon, this);
477 }
478
479 void Monster_Touch(entity this, entity toucher)
480 {
481         if(toucher == NULL) { return; }
482
483         if(toucher.monster_attack)
484         if(this.enemy != toucher)
485         if(!IS_MONSTER(toucher))
486         if(Monster_ValidTarget(this, toucher))
487                 this.enemy = toucher;
488 }
489
490 void Monster_Miniboss_Check(entity this)
491 {
492         if(MUTATOR_CALLHOOK(MonsterCheckBossFlag, this))
493                 return;
494
495         float chance = random() * 100;
496
497         // g_monsters_miniboss_chance cvar or spawnflags 64 causes a monster to be a miniboss
498         if ((this.spawnflags & MONSTERFLAG_MINIBOSS) || (chance < autocvar_g_monsters_miniboss_chance))
499         {
500                 GiveResource(this, RES_HEALTH, autocvar_g_monsters_miniboss_healthboost);
501                 this.effects |= EF_RED;
502                 if(!this.weapon)
503                         this.weapon = WEP_VORTEX.m_id;
504         }
505 }
506
507 bool Monster_Respawn_Check(entity this)
508 {
509         if(this.deadflag == DEAD_DEAD) // don't call when monster isn't dead
510         if(MUTATOR_CALLHOOK(MonsterRespawn, this))
511                 return true; // enabled by a mutator
512
513         if(this.spawnflags & MONSTERFLAG_NORESPAWN)
514                 return false;
515
516         if(!autocvar_g_monsters_respawn)
517                 return false;
518
519         return true;
520 }
521
522 void Monster_Respawn(entity this) { Monster_Spawn(this, true, this.monsterdef); }
523
524 .vector pos1, pos2;
525
526 void Monster_Dead_Fade(entity this)
527 {
528         if(Monster_Respawn_Check(this))
529         {
530                 this.spawnflags |= MONSTERFLAG_RESPAWNED;
531                 setthink(this, Monster_Respawn);
532                 this.nextthink = time + this.respawntime;
533                 this.monster_lifetime = 0;
534                 this.deadflag = DEAD_RESPAWNING;
535                 if(this.spawnflags & MONSTER_RESPAWN_DEATHPOINT)
536                 {
537                         this.pos1 = this.origin;
538                         this.pos2 = this.angles;
539                 }
540                 this.event_damage = func_null;
541                 this.event_heal = func_null;
542                 this.takedamage = DAMAGE_NO;
543                 setorigin(this, this.pos1);
544                 this.angles = this.pos2;
545                 SetResourceExplicit(this, RES_HEALTH, this.max_health);
546                 setmodel(this, MDL_Null);
547         }
548         else
549         {
550                 // number of monsters spawned with mobspawn command
551                 totalspawned -= 1;
552
553                 SUB_SetFade(this, time + 3, 1);
554         }
555 }
556
557 void Monster_Use(entity this, entity actor, entity trigger)
558 {
559         if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
560 }
561
562 .float pass_distance;
563 vector Monster_Move_Target(entity this, entity targ)
564 {
565         // enemy is always preferred target
566         if(this.enemy)
567         {
568                 vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
569                 targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
570                 WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
571
572                 // cases where the enemy may have changed their state (don't need to check everything here)
573                 if((!this.enemy)
574                         || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
575                         || (STAT(FROZEN, this.enemy))
576                         || (this.enemy.flags & FL_NOTARGET)
577                         || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
578                         || (this.enemy.takedamage == DAMAGE_NO)
579                         || (vdist(this.origin - targ_origin, >, this.target_range))
580                         || ((trace_fraction < 1) && (trace_ent != this.enemy)))
581                 {
582                         this.enemy = NULL;
583                         //this.pass_distance = 0;
584                 }
585
586                 if(this.enemy)
587                 {
588                         /*WarpZone_TrailParticles(NULL, particleeffectnum(EFFECT_RED_PASS), this.origin, targ_origin);
589                         print("Trace origin: ", vtos(targ_origin), "\n");
590                         print("Target origin: ", vtos(this.enemy.origin), "\n");
591                         print("My origin: ", vtos(this.origin), "\n"); */
592
593                         this.monster_movestate = MONSTER_MOVE_ENEMY;
594                         this.last_trace = time + 1.2;
595                         if(this.monster_moveto)
596                                 return this.monster_moveto; // assumes code is properly setting this when monster has an enemy
597                         else
598                                 return targ_origin;
599                 }
600
601                 /*makevectors(this.angles);
602                 this.monster_movestate = MONSTER_MOVE_ENEMY;
603                 this.last_trace = time + 1.2;
604                 return this.enemy.origin; */
605         }
606
607         switch(this.monster_moveflags)
608         {
609                 case MONSTER_MOVE_FOLLOW:
610                 {
611                         this.monster_movestate = MONSTER_MOVE_FOLLOW;
612                         this.last_trace = time + 0.3;
613                         return (this.monster_follow) ? this.monster_follow.origin : this.origin;
614                 }
615                 case MONSTER_MOVE_SPAWNLOC:
616                 {
617                         this.monster_movestate = MONSTER_MOVE_SPAWNLOC;
618                         this.last_trace = time + 2;
619                         return this.pos1;
620                 }
621                 case MONSTER_MOVE_NOMOVE:
622                 {
623                         if(this.monster_moveto)
624                         {
625                                 this.last_trace = time + 0.5;
626                                 return this.monster_moveto;
627                         }
628                         else
629                         {
630                                 this.monster_movestate = MONSTER_MOVE_NOMOVE;
631                                 this.last_trace = time + 2;
632                         }
633                         return this.origin;
634                 }
635                 default:
636                 case MONSTER_MOVE_WANDER:
637                 {
638                         vector pos;
639                         this.monster_movestate = MONSTER_MOVE_WANDER;
640
641                         if(this.monster_moveto)
642                         {
643                                 this.last_trace = time + 0.5;
644                                 pos = this.monster_moveto;
645                         }
646                         else if(targ)
647                         {
648                                 this.last_trace = time + 0.5;
649                                 pos = targ.origin;
650                         }
651                         else
652                         {
653                                 this.last_trace = time + this.wander_delay;
654
655                                 this.angles_y = rint(random() * 500);
656                                 makevectors(this.angles);
657                                 pos = this.origin + v_forward * this.wander_distance;
658
659                                 if(((this.flags & FL_FLY) && (this.spawnflags & MONSTERFLAG_FLY_VERTICAL)) || (this.flags & FL_SWIM))
660                                 {
661                                         pos.z = random() * 200;
662                                         if(random() >= 0.5)
663                                                 pos.z *= -1;
664                                 }
665                         }
666
667                         return pos;
668                 }
669         }
670 }
671
672 void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
673 {
674         //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
675         //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
676         //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
677         //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
678
679         vector targpos = to;
680 #if 0
681         if(current_height) // make sure we can actually do this arcing path
682         {
683                 targpos = (to + ('0 0 1' * current_height));
684                 WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
685                 if(trace_fraction < 1)
686                 {
687                         //print("normal arc line failed, trying to find new pos...");
688                         WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
689                         targpos = (trace_endpos + '0 0 -10');
690                         WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
691                         if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
692                         /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
693                 }
694         }
695         else { targpos = to; }
696 #endif
697
698         //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
699
700         vector desired_direction = normalize(targpos - from);
701         if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
702         else { this.velocity = (desired_direction * movespeed); }
703
704         //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
705         //this.angles = vectoangles(this.velocity);
706 }
707
708 .entity draggedby;
709
710 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
711 {
712         // update goal entity if lost
713         if(this.target2 && this.target2 != "" && this.goalentity.targetname != this.target2)
714                 this.goalentity = find(NULL, targetname, this.target2);
715
716         if(STAT(FROZEN, this))
717         {
718                 movelib_brake_simple(this, stpspeed);
719                 setanim(this, this.anim_idle, true, false, false);
720                 return; // no physics while frozen!
721         }
722
723         if(this.flags & FL_SWIM)
724         {
725                 if(this.waterlevel < WATERLEVEL_WETFEET)
726                 {
727                         if(time >= this.last_trace)
728                         {
729                                 this.last_trace = time + 0.4;
730
731                                 Damage (this, NULL, NULL, 2, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
732                                 this.angles = '90 90 0';
733                                 if(random() < 0.5)
734                                 {
735                                         this.velocity_y += random() * 50;
736                                         this.velocity_x -= random() * 50;
737                                 }
738                                 else
739                                 {
740                                         this.velocity_y -= random() * 50;
741                                         this.velocity_x += random() * 50;
742                                 }
743                                 this.velocity_z += random() * 150;
744                         }
745
746
747                         set_movetype(this, MOVETYPE_BOUNCE);
748                         //this.velocity_z = -200;
749
750                         return;
751                 }
752                 else if(this.move_movetype == MOVETYPE_BOUNCE)
753                 {
754                         this.angles_x = 0;
755                         set_movetype(this, MOVETYPE_WALK);
756                 }
757         }
758
759         entity targ = this.goalentity;
760
761         if (MUTATOR_CALLHOOK(MonsterMove, this, runspeed, walkspeed, targ)
762                 || game_stopped
763                 || this.draggedby != NULL
764                 || (round_handler_IsActive() && !round_handler_IsRoundStarted())
765                 || time < game_starttime
766                 || (autocvar_g_campaign && !campaign_bots_may_start)
767                 || time < this.spawn_time)
768         {
769                 runspeed = walkspeed = 0;
770                 if(time >= this.spawn_time)
771                         setanim(this, this.anim_idle, true, false, false);
772                 movelib_brake_simple(this, stpspeed);
773                 return;
774         }
775
776         targ = M_ARGV(3, entity);
777         runspeed = bound(0, M_ARGV(1, float) * MONSTER_SKILLMOD(this), runspeed * 2.5); // limit maxspeed to prevent craziness
778         walkspeed = bound(0, M_ARGV(2, float) * MONSTER_SKILLMOD(this), walkspeed * 2.5); // limit maxspeed to prevent craziness
779
780         if(teamplay && autocvar_g_monsters_teams)
781         if(DIFF_TEAM(this.monster_follow, this))
782                 this.monster_follow = NULL;
783
784         if(this.state == MONSTER_ATTACK_RANGED && IS_ONGROUND(this))
785         {
786                 this.state = 0;
787                 settouch(this, Monster_Touch);
788         }
789
790         if(this.state && time >= this.attack_finished_single[0])
791                 this.state = 0; // attack is over
792
793         if(this.state != MONSTER_ATTACK_MELEE) // don't move if set
794         if(time >= this.last_trace || this.enemy) // update enemy or rider instantly
795                 this.moveto = Monster_Move_Target(this, targ);
796
797         if(!this.enemy)
798                 Monster_Sound(this, monstersound_idle, 7, true, CH_VOICE);
799
800         if(this.state == MONSTER_ATTACK_MELEE)
801                 this.moveto = this.origin;
802
803         if(this.enemy && this.enemy.vehicle)
804                 runspeed = 0;
805
806         if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
807                 this.moveto_z = this.origin_z;
808
809         if(vdist(this.origin - this.moveto, >, 100))
810         {
811                 bool do_run = (this.enemy || this.monster_moveto);
812                 if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
813                         Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
814
815                 if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
816                 if(!this.state)
817                 {
818                         if(vdist(this.velocity, >, 10))
819                                 setanim(this, ((do_run) ? this.anim_run : this.anim_walk), true, false, false);
820                         else
821                                 setanim(this, this.anim_idle, true, false, false);
822                 }
823         }
824         else
825         {
826                 entity e = this.goalentity; //find(NULL, targetname, this.target2);
827                 if(e.target2 && e.target2 != "")
828                         this.target2 = e.target2;
829                 else if(e.target && e.target != "") // compatibility
830                         this.target2 = e.target;
831
832                 movelib_brake_simple(this, stpspeed);
833                 if(time > this.anim_finished && time > this.pain_finished)
834                 if(!this.state)
835                 if(vdist(this.velocity, <=, 30))
836                         setanim(this, this.anim_idle, true, false, false);
837         }
838
839         this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
840
841         vector real_angle = vectoangles(this.steerto) - this.angles;
842         float turny = 25;
843         if(this.state == MONSTER_ATTACK_MELEE)
844                 turny = 0;
845         if(turny)
846         {
847                 turny = bound(turny * -1, shortangle_f(real_angle.y, this.angles.y), turny);
848                 this.angles_y += turny;
849         }
850 }
851
852 void Monster_Remove(entity this)
853 {
854         if(IS_CLIENT(this))
855                 return; // don't remove it?
856
857         if(!this) { return; }
858
859         if(!MUTATOR_CALLHOOK(MonsterRemove, this))
860                 Send_Effect(EFFECT_ITEM_PICKUP, this.origin, '0 0 0', 1);
861
862         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
863         {
864                 .entity weaponentity = weaponentities[slot];
865                 if(this.(weaponentity))
866                         delete(this.(weaponentity));
867         }
868         if(this.iceblock) { delete(this.iceblock); }
869         WaypointSprite_Kill(this.sprite);
870         delete(this);
871 }
872
873 void Monster_Dead_Think(entity this)
874 {
875         this.nextthink = time + this.ticrate;
876
877         if(this.monster_lifetime != 0)
878         if(time >= this.monster_lifetime)
879         {
880                 Monster_Dead_Fade(this);
881                 return;
882         }
883 }
884
885 void Monster_Appear(entity this, entity actor, entity trigger)
886 {
887         this.enemy = actor;
888         Monster_Spawn(this, false, this.monsterdef);
889 }
890
891 bool Monster_Appear_Check(entity this, Monster monster_id)
892 {
893         if(!(this.spawnflags & MONSTERFLAG_APPEAR))
894                 return false;
895
896         setthink(this, func_null);
897         this.monsterdef = monster_id; // set so this monster is properly registered (otherwise, normal initialization is used)
898         this.nextthink = 0;
899         this.use = Monster_Appear;
900         this.flags = FL_MONSTER; // set so this monster can get butchered
901
902         return true;
903 }
904
905 void Monster_Reset(entity this)
906 {
907         setorigin(this, this.pos1);
908         this.angles = this.pos2;
909
910         Unfreeze(this, false); // remove any icy remains
911
912         SetResourceExplicit(this, RES_HEALTH, this.max_health);
913         this.velocity = '0 0 0';
914         this.enemy = NULL;
915         this.goalentity = NULL;
916         this.attack_finished_single[0] = 0;
917         this.moveto = this.origin;
918 }
919
920 void Monster_Dead_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
921 {
922         TakeResource(this, RES_HEALTH, damage);
923
924         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
925
926         if(GetResource(this, RES_HEALTH) <= -50) // 100 health until gone?
927         {
928                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
929
930                 // number of monsters spawned with mobspawn command
931                 totalspawned -= 1;
932
933                 setthink(this, SUB_Remove);
934                 this.nextthink = time + 0.1;
935                 this.event_damage = func_null;
936         }
937 }
938
939 void Monster_Dead(entity this, entity attacker, float gibbed)
940 {
941         setthink(this, Monster_Dead_Think);
942         this.nextthink = time;
943         this.monster_lifetime = time + 5;
944
945         if(STAT(FROZEN, this))
946                 Unfreeze(this, false); // remove any icy remains
947
948         monster_dropitem(this, attacker);
949
950         Monster_Sound(this, monstersound_death, 0, false, CH_VOICE);
951
952         if(!(this.spawnflags & MONSTERFLAG_SPAWNED) && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
953                 monsters_killed += 1;
954
955         if(IS_PLAYER(attacker))
956         if(autocvar_g_monsters_score_spawned || !((this.spawnflags & MONSTERFLAG_SPAWNED) || (this.spawnflags & MONSTERFLAG_RESPAWNED)))
957                 GameRules_scoring_add(attacker, SCORE, +autocvar_g_monsters_score_kill);
958
959         if(gibbed)
960         {
961                 // number of monsters spawned with mobspawn command
962                 totalspawned -= 1;
963         }
964
965         if(!gibbed && this.mdl_dead && this.mdl_dead != "")
966                 _setmodel(this, this.mdl_dead);
967
968         this.event_damage       = ((gibbed) ? func_null : Monster_Dead_Damage);
969         this.event_heal         = func_null;
970         this.solid                      = SOLID_CORPSE;
971         this.takedamage         = DAMAGE_AIM;
972         this.deadflag           = DEAD_DEAD;
973         this.enemy                      = NULL;
974         set_movetype(this, MOVETYPE_TOSS);
975         this.moveto                     = this.origin;
976         settouch(this, Monster_Touch); // reset incase monster was pouncing
977         this.reset                      = func_null;
978         this.state                      = 0;
979         this.attack_finished_single[0] = 0;
980         this.effects = 0;
981
982         if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
983                 this.velocity = '0 0 0';
984
985         CSQCModel_UnlinkEntity(this);
986
987         Monster mon = this.monsterdef;
988         mon.mr_death(mon, this);
989
990         if(this.candrop && this.weapon)
991         {
992                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
993                 W_ThrowNewWeapon(this, this.weapon, 0, this.origin, randomvec() * 150 + '0 0 325', weaponentity);
994         }
995 }
996
997 void Monster_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
998 {
999         if((this.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
1000                 return;
1001
1002         if(STAT(FROZEN, this) && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
1003                 return;
1004
1005         //if(time < this.pain_finished && deathtype != DEATH_KILL.m_id)
1006                 //return;
1007
1008         if(StatusEffects_active(STATUSEFFECT_SpawnShield, this) && deathtype != DEATH_KILL.m_id)
1009                 return;
1010
1011         if(deathtype == DEATH_FALL.m_id && this.draggedby != NULL)
1012                 return;
1013
1014         vector v = healtharmor_applydamage(100, GetResource(this, RES_ARMOR) / 100, deathtype, damage);
1015         float take = v.x;
1016         //float save = v.y;
1017
1018         Monster mon = this.monsterdef;
1019         take = mon.mr_pain(mon, this, take, attacker, deathtype);
1020
1021         if(take)
1022         {
1023                 TakeResource(this, RES_HEALTH, take);
1024                 Monster_Sound(this, monstersound_pain, 1.2, true, CH_PAIN);
1025         }
1026
1027         if(this.sprite)
1028                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1029
1030         this.dmg_time = time;
1031
1032         if(deathtype != DEATH_DROWN.m_id && deathtype != DEATH_FIRE.m_id && sound_allowed(MSG_BROADCAST, attacker))
1033                 spamsound (this, CH_PAIN, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);  // FIXME: PLACEHOLDER
1034
1035         this.velocity += force * this.damageforcescale;
1036
1037         if(deathtype != DEATH_DROWN.m_id && take)
1038         {
1039                 Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, this, attacker);
1040                 if (take > 50)
1041                         Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
1042                 if (take > 100)
1043                         Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
1044         }
1045
1046         if(GetResource(this, RES_HEALTH) <= 0)
1047         {
1048                 if(deathtype == DEATH_KILL.m_id)
1049                         this.candrop = false; // killed by mobkill command
1050
1051                 // TODO: fix this?
1052                 SUB_UseTargets(this, attacker, this.enemy);
1053                 this.target2 = this.oldtarget2; // reset to original target on death, incase we respawn
1054
1055                 Monster_Dead(this, attacker, (GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id));
1056
1057                 WaypointSprite_Kill(this.sprite);
1058
1059                 MUTATOR_CALLHOOK(MonsterDies, this, attacker, deathtype);
1060
1061                 if(GetResource(this, RES_HEALTH) <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
1062                 {
1063                         Violence_GibSplash(this, 1, 0.5, attacker);
1064
1065                         setthink(this, SUB_Remove);
1066                         this.nextthink = time + 0.1;
1067                 }
1068         }
1069 }
1070
1071 bool Monster_Heal(entity targ, entity inflictor, float amount, float limit)
1072 {
1073         float true_limit = ((limit != RES_LIMIT_NONE) ? limit : targ.max_health);
1074         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= true_limit)
1075                 return false;
1076
1077         GiveResourceWithLimit(targ, RES_HEALTH, amount, true_limit);
1078         if(targ.sprite)
1079                 WaypointSprite_UpdateHealth(targ.sprite, GetResource(targ, RES_HEALTH));
1080         return true;
1081 }
1082
1083 // don't check for enemies, just keep walking in a straight line
1084 void Monster_Move_2D(entity this, float mspeed, bool allow_jumpoff)
1085 {
1086         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)
1087         {
1088                 mspeed = 0;
1089                 if(time >= this.spawn_time)
1090                         setanim(this, this.anim_idle, true, false, false);
1091                 movelib_brake_simple(this, 0.6);
1092                 return;
1093         }
1094
1095         makevectors(this.angles);
1096         vector a = CENTER_OR_VIEWOFS(this);
1097         vector b = CENTER_OR_VIEWOFS(this) + v_forward * 32;
1098
1099         traceline(a, b, MOVE_NORMAL, this);
1100
1101         bool reverse = false;
1102         if(trace_fraction != 1.0)
1103                 reverse = true;
1104         if(trace_ent && IS_PLAYER(trace_ent))
1105                 reverse = false;
1106         if(trace_ent && IS_MONSTER(trace_ent))
1107                 reverse = true;
1108
1109         if(!allow_jumpoff && IS_ONGROUND(this))
1110         {
1111                 traceline(b, b - '0 0 32', MOVE_NORMAL, this);
1112                 if(trace_fraction == 1.0)
1113                         reverse = true;
1114         }
1115
1116         if(reverse)
1117         {
1118                 this.angles_y = anglemods(this.angles_y - 180);
1119                 makevectors(this.angles);
1120         }
1121
1122         movelib_move_simple_gravity(this, v_forward, mspeed, 1);
1123
1124         if(time > this.pain_finished && time > this.attack_finished_single[0])
1125         {
1126                 if(vdist(this.velocity, >, 10))
1127                         setanim(this, this.anim_walk, true, false, false);
1128                 else
1129                         setanim(this, this.anim_idle, true, false, false);
1130         }
1131 }
1132
1133 void Monster_Anim(entity this)
1134 {
1135         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
1136         if(IS_DEAD(this))
1137         {
1138                 if (!deadbits)
1139                 {
1140                         // Decide on which death animation to use.
1141                         if(random() < 0.5)
1142                                 deadbits = ANIMSTATE_DEAD1;
1143                         else
1144                                 deadbits = ANIMSTATE_DEAD2;
1145                 }
1146         }
1147         else
1148         {
1149                 // Clear a previous death animation.
1150                 deadbits = 0;
1151         }
1152         int animbits = deadbits;
1153         if(STAT(FROZEN, this))
1154                 animbits |= ANIMSTATE_FROZEN;
1155         if(IS_DUCKED(this))
1156                 animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
1157         animdecide_setstate(this, animbits, false);
1158         animdecide_setimplicitstate(this, (IS_ONGROUND(this)));
1159
1160         /* // weapon entities for monsters?
1161         if (this.weaponentity)
1162         {
1163                 updateanim(this.weaponentity);
1164                 if (!this.weaponentity.animstate_override)
1165                         setanim(this.weaponentity, this.weaponentity.anim_idle, true, false, false);
1166         }
1167         */
1168 }
1169
1170 void Monster_Frozen_Think(entity this)
1171 {
1172         if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
1173         {
1174                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + this.ticrate * this.revive_speed, 1);
1175                 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * this.max_health));
1176                 if (this.iceblock)
1177                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
1178
1179                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1180                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1181
1182                 if(STAT(REVIVE_PROGRESS, this) >= 1)
1183                         Unfreeze(this, false);
1184         }
1185         else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
1186         {
1187                 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - this.ticrate * this.revive_speed, 1);
1188                 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (this.max_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
1189
1190                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE) && this.sprite)
1191                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1192
1193                 if(GetResource(this, RES_HEALTH) < 1)
1194                 {
1195                         Unfreeze(this, false);
1196                         if(this.event_damage)
1197                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
1198                 }
1199                 else if ( STAT(REVIVE_PROGRESS, this) <= 0 )
1200                         Unfreeze(this, false);
1201         }
1202         // otherwise, no revival!
1203
1204         this.enemy = NULL; // TODO: save enemy, and attack when revived?
1205 }
1206
1207 void Monster_Enemy_Check(entity this)
1208 {
1209         if(!this.enemy)
1210         {
1211                 this.enemy = Monster_FindTarget(this);
1212                 if(this.enemy)
1213                 {
1214                         WarpZone_RefSys_Copy(this.enemy, this);
1215                         WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
1216                         // update move target immediately?
1217                         this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
1218                         this.monster_moveto = '0 0 0';
1219                         this.monster_face = '0 0 0';
1220
1221                         //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)));
1222                         Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
1223                 }
1224         }
1225 }
1226
1227 void Monster_Think(entity this)
1228 {
1229         setthink(this, Monster_Think);
1230         this.nextthink = time + this.ticrate;
1231
1232         if(this.monster_lifetime && time >= this.monster_lifetime)
1233         {
1234                 Damage(this, this, this, GetResource(this, RES_HEALTH) + this.max_health, DEATH_KILL.m_id, DMG_NOWEP, this.origin, this.origin);
1235                 return;
1236         }
1237
1238         if(STAT(FROZEN, this))
1239                 Monster_Frozen_Think(this);
1240         else if(time >= this.last_enemycheck)
1241         {
1242                 Monster_Enemy_Check(this);
1243                 this.last_enemycheck = time + 1; // check for enemies every second
1244         }
1245
1246         Monster mon = this.monsterdef;
1247         if(mon.mr_think(mon, this))
1248         {
1249                 Monster_Move(this, this.speed2, this.speed, this.stopspeed);
1250
1251                 .entity weaponentity = weaponentities[0]; // TODO?
1252                 Monster_Attack_Check(this, this.enemy, weaponentity);
1253         }
1254
1255         Monster_Anim(this);
1256
1257         CSQCMODEL_AUTOUPDATE(this);
1258 }
1259
1260 bool Monster_Spawn_Setup(entity this)
1261 {
1262         Monster mon = this.monsterdef;
1263         mon.mr_setup(mon, this);
1264
1265         // ensure some basic needs are met
1266         if(!GetResource(this, RES_HEALTH)) { SetResourceExplicit(this, RES_HEALTH, 100); }
1267         if(!GetResource(this, RES_ARMOR)) { SetResourceExplicit(this, RES_ARMOR, bound(0.2, 0.5 * MONSTER_SKILLMOD(this), 0.9)); }
1268         if(!this.target_range) { this.target_range = autocvar_g_monsters_target_range; }
1269         if(!this.respawntime) { this.respawntime = autocvar_g_monsters_respawn_delay; }
1270         if(!this.monster_moveflags) { this.monster_moveflags = MONSTER_MOVE_WANDER; }
1271         if(!this.attack_range) { this.attack_range = autocvar_g_monsters_attack_range; }
1272         if(!this.damageforcescale) { this.damageforcescale = autocvar_g_monsters_damageforcescale; }
1273
1274         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1275         {
1276                 Monster_Miniboss_Check(this);
1277                 SetResourceExplicit(this, RES_HEALTH, GetResource(this, RES_HEALTH) * MONSTER_SKILLMOD(this));
1278
1279                 if(!this.skin)
1280                         this.skin = rint(random() * 4);
1281         }
1282
1283         this.max_health = GetResource(this, RES_HEALTH);
1284         this.pain_finished = this.nextthink;
1285
1286         if(IS_PLAYER(this.monster_follow))
1287                 this.effects |= EF_DIMLIGHT;
1288
1289         if(!this.wander_delay) { this.wander_delay = 2; }
1290         if(!this.wander_distance) { this.wander_distance = 600; }
1291
1292         Monster_Sounds_Precache(this);
1293         Monster_Sounds_Update(this);
1294
1295         if(teamplay)
1296         {
1297                 if(!this.monster_attack)
1298                         IL_PUSH(g_monster_targets, this);
1299                 this.monster_attack = true; // we can have monster enemies in team games
1300         }
1301
1302         Monster_Sound(this, monstersound_spawn, 0, false, CH_VOICE);
1303
1304         if(autocvar_g_monsters_healthbars)
1305         {
1306                 entity wp = WaypointSprite_Spawn(WP_Monster, 0, 1024, this, '0 0 1' * (this.maxs.z + 15), NULL, this.team, this, sprite, true, RADARICON_DANGER);
1307                 wp.wp_extra = this.monsterdef.monsterid;
1308                 wp.colormod = ((this.team) ? Team_ColorRGB(this.team) : '1 0 0');
1309                 if(!(this.spawnflags & MONSTERFLAG_INVINCIBLE))
1310                 {
1311                         WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
1312                         WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
1313                 }
1314         }
1315
1316         setthink(this, Monster_Think);
1317         this.nextthink = time + this.ticrate;
1318
1319         if(MUTATOR_CALLHOOK(MonsterSpawn, this))
1320                 return false;
1321
1322         return true;
1323 }
1324
1325 bool Monster_Spawn(entity this, bool check_appear, Monster mon)
1326 {
1327         // setup the basic required properties for a monster
1328
1329         if(!mon || mon == MON_Null) { return false; } // invalid monster
1330         if(!autocvar_g_monsters) { Monster_Remove(this); return false; }
1331
1332         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED) && !(this.flags & FL_MONSTER))
1333         {
1334                 IL_PUSH(g_monsters, this);
1335                 if(this.mdl && this.mdl != "")
1336                         precache_model(this.mdl);
1337                 if(this.mdl_dead && this.mdl_dead != "")
1338                         precache_model(this.mdl_dead);
1339         }
1340
1341         if(check_appear && Monster_Appear_Check(this, mon)) { return true; } // return true so the monster isn't removed
1342
1343         if(!this.monster_skill)
1344                 this.monster_skill = cvar("g_monsters_skill");
1345
1346         // support for quake style removing monsters based on skill
1347         if(this.monster_skill == MONSTER_SKILL_EASY) if(this.spawnflags & MONSTERSKILL_NOTEASY) { Monster_Remove(this); return false; }
1348         if(this.monster_skill == MONSTER_SKILL_MEDIUM) if(this.spawnflags & MONSTERSKILL_NOTMEDIUM) { Monster_Remove(this); return false; }
1349         if(this.monster_skill == MONSTER_SKILL_HARD) if(this.spawnflags & MONSTERSKILL_NOTHARD) { Monster_Remove(this); return false; }
1350
1351         if(this.team && !teamplay)
1352                 this.team = 0;
1353
1354         if(!(this.spawnflags & MONSTERFLAG_SPAWNED)) // naturally spawned monster
1355         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED)) // don't count re-spawning monsters either
1356                 monsters_total += 1;
1357
1358         if(this.mdl && this.mdl != "")
1359                 _setmodel(this, this.mdl);
1360         else
1361                 setmodel(this, mon.m_model);
1362
1363         if(this.statuseffects && this.statuseffects.owner == this)
1364         {
1365                 StatusEffects_clearall(this.statuseffects);
1366                 StatusEffects_update(this);
1367         }
1368         else
1369                 this.statuseffects = NULL;
1370
1371         this.flags                              = FL_MONSTER;
1372         this.classname                  = "monster";
1373         this.takedamage                 = DAMAGE_AIM;
1374         if(!this.bot_attack)
1375                 IL_PUSH(g_bot_targets, this);
1376         this.bot_attack                 = true;
1377         this.iscreature                 = true;
1378         this.teleportable               = true;
1379         if(!this.damagedbycontents)
1380                 IL_PUSH(g_damagedbycontents, this);
1381         this.damagedbycontents  = true;
1382         this.monsterdef                 = mon;
1383         this.event_damage               = Monster_Damage;
1384         this.event_heal                 = Monster_Heal;
1385         settouch(this, Monster_Touch);
1386         this.use                                = Monster_Use;
1387         this.solid                              = SOLID_BBOX;
1388         set_movetype(this, MOVETYPE_WALK);
1389         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, time + autocvar_g_monsters_spawnshieldtime, 0);
1390         this.enemy                              = NULL;
1391         this.velocity                   = '0 0 0';
1392         this.moveto                             = this.origin;
1393         this.pos1                               = this.origin;
1394         this.pos2                               = this.angles;
1395         this.reset                              = Monster_Reset;
1396         this.netname                    = mon.netname;
1397         this.monster_attackfunc = mon.monster_attackfunc;
1398         this.monster_name               = mon.monster_name;
1399         this.candrop                    = true;
1400         this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
1401         this.oldtarget2                 = this.target2;
1402         //this.pass_distance            = 0;
1403         this.deadflag                   = DEAD_NO;
1404         this.spawn_time                 = time;
1405         this.gravity                    = 1;
1406         this.monster_moveto             = '0 0 0';
1407         this.monster_face               = '0 0 0';
1408         this.dphitcontentsmask  = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
1409
1410         if(!this.noalign) { this.noalign = ((mon.spawnflags & MONSTER_TYPE_FLY) || (mon.spawnflags & MONSTER_TYPE_SWIM)); }
1411         if(!this.scale) { this.scale = 1; }
1412         if(autocvar_g_monsters_edit) { this.grab = 1; }
1413         if(autocvar_g_fullbrightplayers) { this.effects |= EF_FULLBRIGHT; }
1414         if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
1415         if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
1416
1417         if(autocvar_g_playerclip_collisions)
1418                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
1419
1420         if(mon.spawnflags & MONSTER_TYPE_FLY)
1421         {
1422                 this.flags |= FL_FLY;
1423                 set_movetype(this, MOVETYPE_FLY);
1424         }
1425
1426         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1427         {
1428                 if(mon.spawnflags & MONSTER_SIZE_BROKEN)
1429                         this.scale *= 1.3;
1430
1431                 if(mon.spawnflags & MONSTER_SIZE_QUAKE)
1432                 if(autocvar_g_monsters_quake_resize)
1433                         this.scale *= 1.3;
1434         }
1435
1436         setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
1437
1438         this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
1439
1440         Monster_UpdateModel(this);
1441
1442         if(!Monster_Spawn_Setup(this))
1443         {
1444                 Monster_Remove(this);
1445                 return false;
1446         }
1447
1448         if(!this.noalign)
1449         {
1450                 setorigin(this, this.origin + '0 0 20');
1451                 tracebox(this.origin + '0 0 64', this.mins, this.maxs, this.origin - '0 0 10000', MOVE_WORLDONLY, this);
1452                 setorigin(this, trace_endpos);
1453         }
1454
1455         if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
1456                 monster_setupcolors(this);
1457
1458         CSQCMODEL_AUTOINIT(this);
1459
1460         return true;
1461 }