-#ifndef MONSTER_H
-#define MONSTER_H
+#pragma once
-bool m_null(int) { return false; }
+// special spawn flags
+const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
+const int MONSTER_TYPE_FLY = 32;
+const int MONSTER_TYPE_SWIM = 64;
+const int MONSTER_SIZE_BROKEN = 128; // TODO: remove when bad models are replaced
+const int MON_FLAG_SUPERMONSTER = 256; // incredibly powerful monster
+const int MON_FLAG_RANGED = 512; // monster shoots projectiles
+const int MON_FLAG_MELEE = 1024;
+const int MON_FLAG_CRUSH = 2048; // monster can be stomped in special modes
+const int MON_FLAG_RIDE = 4096; // monster can be ridden in special modes
+const int MONSTER_SIZE_QUAKE = 8192;
+
+// entity properties of monsterinfo:
+.bool(int, entity actor, entity targ) monster_attackfunc;
+
+// animations
+.vector anim_blockend;
+.vector anim_blockstart;
+.vector anim_melee1;
+.vector anim_melee2;
+.vector anim_melee3;
+.vector anim_pain3;
+.vector anim_pain4;
+.vector anim_pain5;
+.vector anim_walk;
+.vector anim_spawn;
-/** If you register a new monster, make sure to add it to all.inc */
CLASS(Monster, Object)
- ATTRIB(Monster, monsterid, int, 0)
- ATTRIB(Monster, classname, string, "monster_info")
+ ATTRIB(Monster, monsterid, int, 0);
+ /** attributes */
+ ATTRIB(Monster, spawnflags, int, 0);
/** human readable name */
- ATTRIB(Monster, monster_name, string, string_null)
- ATTRIB(Monster, monster_func, bool(int), m_null)
+ ATTRIB(Monster, monster_name, string, "Monster");
+ /** short name */
+ ATTRIB(Monster, netname, string, "");
+ /** model */
+ ATTRIB(Monster, m_model, entity);
+ /** hitbox size */
+ ATTRIB(Monster, mins, vector, '-0 -0 -0');
+ /** hitbox size */
+ ATTRIB(Monster, maxs, vector, '0 0 0');
+
+ /** (SERVER) setup monster data */
+ METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+ /** (SERVER) logic to run every frame */
+ METHOD(Monster, mr_think, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+ /** (SERVER) called when monster dies */
+ METHOD(Monster, mr_death, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+ /** (BOTH) precaches models/sounds used by this monster */
+ METHOD(Monster, mr_precache, bool(Monster this)) { TC(Monster, this); return false; }
+ /** (SERVER) called when monster is damaged */
+ METHOD(Monster, mr_pain, float(Monster this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Monster, this); return damage_take; }
+ /** (BOTH?) sets animations for monster */
+ METHOD(Monster, mr_anim, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+
ENDCLASS(Monster)
+
+#ifdef SVQC
+#include "sv_monsters.qh"
+#include <server/g_damage.qh>
+#include <server/bot/api.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/tracing.qh>
+#include <server/weapons/weaponsystem.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
+#include <lib/warpzone/server.qh>
+#endif
+
+#ifdef GAMEQC
+#include "../animdecide.qh"
+#include "../anim.qh"
+vector animfixfps(entity e, vector a, vector b);
#endif