#ifndef MONSTER_H #define MONSTER_H 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, classname, string, "monster_info") /** human readable name */ ATTRIB(Monster, monster_name, string, string_null) ATTRIB(Monster, monster_func, bool(Monster, int), m_new) 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