X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster.qh;h=a437e355d63e847535858bb78b59fe78fc306edb;hb=8a322f7700893e32e4404d4d6f085846cad6a92f;hp=75eccd95d36902804380441850cee371813d1edf;hpb=ae2c1407ec9a05e4f501a6604a7cce8e1030df9f;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster.qh b/qcsrc/common/monsters/monster.qh index 75eccd95d..a437e355d 100644 --- a/qcsrc/common/monsters/monster.qh +++ b/qcsrc/common/monsters/monster.qh @@ -1,16 +1,76 @@ -#ifndef MONSTER_H -#define MONSTER_H +#pragma once -bool m_null(int) { return false; } +// special spawn flags +const int MONSTER_RESPAWN_DEATHPOINT = BIT(4); // re-spawn where we died +const int MONSTER_TYPE_FLY = BIT(5); +const int MONSTER_TYPE_SWIM = BIT(6); +const int MONSTER_SIZE_BROKEN = BIT(7); // TODO: remove when bad models are replaced +const int MON_FLAG_SUPERMONSTER = BIT(8); // incredibly powerful monster +const int MON_FLAG_RANGED = BIT(9); // monster shoots projectiles +const int MON_FLAG_MELEE = BIT(10); +const int MON_FLAG_CRUSH = BIT(11); // monster can be stomped in special modes +const int MON_FLAG_RIDE = BIT(12); // monster can be ridden in special modes +const int MONSTER_SIZE_QUAKE = BIT(13); +const int MONSTER_TYPE_PASSIVE = BIT(14); // doesn't target or chase enemies +const int MONSTER_TYPE_UNDEAD = BIT(15); // monster is by most definitions a zombie (doesn't fully die unless gibbed) +const int MON_FLAG_HIDDEN = BIT(16); + +// entity properties of monsterinfo: +.bool(int, entity actor, entity targ, .entity weaponentity) monster_attackfunc; + +// animations +.vector anim_blockend; +.vector anim_blockstart; +.vector anim_melee1; +.vector anim_melee2; +.vector anim_melee3; +.vector anim_walk; +.vector anim_spawn; -#include "../oo.qh" -/** 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 +#include +#include +#include +#include +#include +#include +#endif + +#ifdef GAMEQC +#include "../animdecide.qh" +#include "../anim.qh" +vector animfixfps(entity e, vector a, vector b); #endif