#ifndef MONSTERS_ALL_H
#define MONSTERS_ALL_H
+void RegisterMonsters();
+const int MON_MAXCOUNT = 24;
+entity monster_info[MON_MAXCOUNT], monster_info_first, monster_info_last;
+entity get_monsterinfo(float id);
+int MON_COUNT;
+const int MON_FIRST = 1;
+#define MON_LAST (MON_FIRST + MON_COUNT - 1)
+/** If you register a new monster, make sure to add it to all.inc */
+#define REGISTER_MONSTER(id, class) REGISTER(RegisterMonsters, MON, monster_info, MON_COUNT, id, monsterid, NEW(class))
+#include "monster.qh"
+#define REGISTER_MONSTER_SIMPLE(id, monsterflags, min_s, max_s, modelname, shortname, mname) \
+ REGISTER_MONSTER(id, Monster) { \
+ this.netname = shortname; \
+ this.monster_name = mname; \
+ this.mdl = modelname; \
+ this.spawnflags = monsterflags; \
+ this.mins = min_s; \
+ this.maxs = max_s; \
+ this.model = strzone(strcat("models/monsters/", modelname)); \
+ } \
+ REGISTER_INIT(MON, id)
+REGISTER_REGISTRY(RegisterMonsters)
+
#include "../util.qh"
// monster requests
const int MR_PAIN = 5; // (SERVER) called when monster is damaged
const int MR_ANIM = 6; // (BOTH?) sets animations for monster
-// functions
-entity get_monsterinfo(float id);
-
// special spawn flags
const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
const int MONSTER_TYPE_FLY = 32;
const int MON_FLAG_RANGED = 512; // monster shoots projectiles
const int MON_FLAG_MELEE = 1024;
-// entity properties of monsterinfo
-.float monsterid; // MON_...
+// entity properties of monsterinfo:
.string netname; // short name
-.string monster_name; // human readable name
-.float(float) monster_func; // M_...
-.float(float attack_type) monster_attackfunc; // attack function
.string mdl; // currently a copy of the model
.string model; // full name of model
.int spawnflags;
.vector mins, maxs; // monster hitbox size
+.bool(int) monster_attackfunc;
// animations
.vector anim_blockend;
// other useful macros
#define MON_ACTION(monstertype,mrequest) (get_monsterinfo(monstertype)).monster_func(mrequest)
-// =====================
-// Monster Registration
-// =====================
-
-float m_null(float dummy);
-void register_monster(float id, float(float) func, float(float) attackfunc, float monsterflags, vector min_s, vector max_s, string modelname, string shortname, string mname);
-void register_monsters_done();
-
-const int MON_MAXCOUNT = 24; // increase as necessary, limit is infinite, but keep loops small!
-const int MON_FIRST = 1;
-int MON_COUNT;
-int MON_LAST;
-
-#define REGISTER_MONSTER_2(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
- int id; \
- float func(float); \
- float attackfunc(float); \
- void RegisterMonsters_##id() \
- { \
- MON_LAST = (id = MON_FIRST + MON_COUNT); \
- ++MON_COUNT; \
- register_monster(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname); \
- } \
- ACCUMULATE_FUNCTION(RegisterMonsters, RegisterMonsters_##id)
-#ifdef SVQC
-#define REGISTER_MONSTER(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
- REGISTER_MONSTER_2(MON_##id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname)
-#elif defined(CSQC)
-#define REGISTER_MONSTER(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
- REGISTER_MONSTER_2(MON_##id,func,m_null,monsterflags,min_s,max_s,modelname,shortname,mname)
-#else
-#define REGISTER_MONSTER(id,func,attackfunc,monsterflags,min_s,max_s,modelname,shortname,mname) \
- REGISTER_MONSTER_2(MON_##id,m_null,m_null,monsterflags,min_s,max_s,modelname,shortname,mname)
-#endif
-
-#include "all.inc"
-
-#undef REGISTER_MONSTER
-ACCUMULATE_FUNCTION(RegisterMonsters, register_monsters_done);
#endif