// monster requests #define MR_SETUP 1 // (SERVER) setup monster data #define MR_THINK 2 // (SERVER) logic to run every frame #define MR_DEATH 3 // (SERVER) called when monster dies #define MR_PRECACHE 4 // (BOTH) precaches models/sounds used by this monster // functions: entity get_monsterinfo(float id); // special spawn flags const float MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died const float MONSTER_TYPE_FLY = 32; const float MONSTER_TYPE_SWIM = 64; const float MONSTER_SIZE_BROKEN = 128; // TODO: remove when bad models are replaced const float MON_FLAG_SUPERMONSTER = 256; // incredibly powerful monster const float MON_FLAG_RANGED = 512; // monster shoots projectiles const float MON_FLAG_MELEE = 1024; // entity properties of monsterinfo: .float monsterid; // MON_... .string netname; // short name .string monster_name; // human readable name .float(float) monster_func; // m_... .string mdl; // currently a copy of the model .string model; // full name of model .float spawnflags; .vector mins, maxs; // monster hitbox size // other useful macros #define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest) #define M_NAME(monstertype) (get_monsterinfo(monstertype)).monster_name // ===================== // Monster Registration // ===================== float m_null(float dummy); void register_monster(float id, float(float) func, float monsterflags, vector min_s, vector max_s, string modelname, string shortname, string mname); void register_monsters_done(); const float MON_MAXCOUNT = 24; #define MON_FIRST 1 float MON_COUNT; float MON_LAST; #define REGISTER_MONSTER_2(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \ float id; \ float func(float); \ void RegisterMonsters_##id() \ { \ MON_LAST = (id = MON_FIRST + MON_COUNT); \ ++MON_COUNT; \ register_monster(id,func,monsterflags,min_s,max_s,modelname,shortname,mname); \ } \ ACCUMULATE_FUNCTION(RegisterMonsters, RegisterMonsters_##id) #ifdef MENUQC #define REGISTER_MONSTER(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \ REGISTER_MONSTER_2(MON_##id,m_null,monsterflags,min_s,max_s,modelname,shortname,mname) #else #define REGISTER_MONSTER(id,func,monsterflags,min_s,max_s,modelname,shortname,mname) \ REGISTER_MONSTER_2(MON_##id,func,monsterflags,min_s,max_s,modelname,shortname,mname) #endif #include "all.qh" #undef REGISTER_MONSTER ACCUMULATE_FUNCTION(RegisterMonsters, register_monsters_done);