#ifndef MONSTER_H
#define MONSTER_H
+#ifdef SVQC
+#include "sv_monsters.qh"
+#include <server/g_damage.qh>
+#include <server/bot/bot.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
+
+#ifndef MENUQC
+#include "../animdecide.qh"
+#include "../anim.qh"
+vector animfixfps(entity e, vector a, vector b);
+#endif
+
// special spawn flags
const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
const int MONSTER_TYPE_FLY = 32;
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) monster_attackfunc;
+.bool(int, entity actor, entity targ) monster_attackfunc;
// animations
.vector anim_blockend;
.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, 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;
+ /** (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, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+ /** (BOTH?) sets animations for monster */
+ METHOD(Monster, mr_anim, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
-// 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;
-}
+ENDCLASS(Monster)
#endif