#ifndef MONSTER_H #define MONSTER_H // 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 // entity properties of monsterinfo: .bool(int, 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; bool m_null(entity thismon, int) { return false; } bool m_new(entity thismon, int); /** If you register a new monster, make sure to add it to all.inc */ CLASS(Monster, Object) ATTRIB(Monster, monsterid, int, 0) ATTRIB(Monster, monster_func, bool(Monster, int), m_new) /** attributes */ ATTRIB(Monster, spawnflags, int, 0) /** human readable name */ ATTRIB(Monster, monster_name, string, "Monster") /** short name */ ATTRIB(Monster, netname, string, "") /** model */ ATTRIB(Monster, m_model, entity, NULL) /** hitbox size */ ATTRIB(Monster, mins, vector, '-0 -0 -0') /** hitbox size */ ATTRIB(Monster, maxs, vector, '0 0 0') ENDCLASS(Monster) // monster requests const int MR_SETUP = 1; // (SERVER) setup monster data .bool(Monster this) mr_setup; const int MR_THINK = 2; // (SERVER) logic to run every frame .bool(Monster this) mr_think; const int MR_DEATH = 3; // (SERVER) called when monster dies .bool(Monster this) mr_death; const int MR_PRECACHE = 4; // (BOTH) precaches models/sounds used by this monster .bool(Monster this) mr_precache; const int MR_PAIN = 5; // (SERVER) called when monster is damaged .bool(Monster this) mr_pain; const int MR_ANIM = 6; // (BOTH?) sets animations for monster .bool(Monster this) mr_anim; // other useful macros #define MON_ACTION(mon,mrequest) mon.monster_func(mon, mrequest) #define _MON_ACTION(mon,mrequest) MON_ACTION(get_monsterinfo(mon), mrequest) bool m_new(entity this, int req) { if (req == MR_SETUP) return this.mr_setup ? this.mr_setup(this) : false; if (req == MR_THINK) return this.mr_think ? this.mr_think(this) : false; if (req == MR_DEATH) return this.mr_death ? this.mr_death(this) : false; if (req == MR_PRECACHE) return this.mr_precache ? this.mr_precache(this) : false; if (req == MR_PAIN) return this.mr_pain ? this.mr_pain(this) : false; if (req == MR_ANIM) return this.mr_anim ? this.mr_anim(this) : false; return false; } #endif