Perhaps you can just load up all the data, then create a table structure on the spot based on all the data and its parameters. Then provide opcodes to redirect to new positions! This sounds kinda fun actually, and would help with those baked in animations.
Forest booma spawn opcode, will provide say forest int, booma int, and so on. Pointing at the booma model, in the forest template of monsters.
Forming this into a single opcode, could make it possible to create new monsters JUST by pointing at new positions in your own table! EXCELSIOR! Honestly not sure how well it would run though. Should be okay in C.
Standard Booma opcode > extra parameters in quest for single booma > table cobbles together new booma using sub table of parameters. Completed booma fed into the room.
How does the quest data work anyway?