jedi-academy/codemp/game/NPC_spawn.c

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2013-04-19 02:52:48 +00:00
//b_spawn.cpp
//added by MCG
#include "b_local.h"
#include "anims.h"
#include "w_saber.h"
#include "bg_saga.h"
#include "bg_vehicles.h"
#include "g_nav.h"
extern void G_DebugPrint( int level, const char *format, ... );
extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
extern void ClientUserinfoChanged( int clientNum );
extern qboolean SpotWouldTelefrag2( gentity_t *mover, vec3_t dest );
extern void Jedi_Cloak( gentity_t *self );
//extern void FX_BorgTeleport( vec3_t org );
extern void Q3_SetParm (int entID, int parmNum, const char *parmValue);
extern team_t TranslateTeamName( const char *name );
extern char *TeamNames[TEAM_NUM_TEAMS];
//extern void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
//extern void NPC_StasisSpawnEffect( gentity_t *ent );
extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
extern void ST_ClearTimers( gentity_t *ent );
extern void Jedi_ClearTimers( gentity_t *ent );
extern void NPC_ShadowTrooper_Precache( void );
extern void NPC_Gonk_Precache( void );
extern void NPC_Mouse_Precache( void );
extern void NPC_Seeker_Precache( void );
extern void NPC_Remote_Precache( void );
extern void NPC_R2D2_Precache(void);
extern void NPC_R5D2_Precache(void);
extern void NPC_Probe_Precache(void);
extern void NPC_Interrogator_Precache(gentity_t *self);
extern void NPC_MineMonster_Precache( void );
extern void NPC_Howler_Precache( void );
extern void NPC_ATST_Precache(void);
extern void NPC_Sentry_Precache(void);
extern void NPC_Mark1_Precache(void);
extern void NPC_Mark2_Precache(void);
extern void NPC_GalakMech_Precache( void );
extern void NPC_GalakMech_Init( gentity_t *ent );
extern void NPC_Protocol_Precache( void );
extern void Boba_Precache( void );
extern void NPC_Wampa_Precache( void );
gentity_t *NPC_SpawnType( gentity_t *ent, char *npc_type, char *targetname, qboolean isVehicle );
extern void Rancor_SetBolts( gentity_t *self );
extern void Wampa_SetBolts( gentity_t *self );
#define NSF_DROP_TO_FLOOR 16
// PAIN functions...
//
extern void funcBBrushPain (gentity_t *self, gentity_t *attacker, int damage);
extern void misc_model_breakable_pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void station_pain (gentity_t *self, gentity_t *attacker, int damage);
extern void func_usable_pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_ATST_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_ST_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Jedi_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Droid_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Probe_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_MineMonster_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Howler_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Seeker_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Remote_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void emplaced_gun_pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Mark1_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_GM_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Sentry_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Mark2_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void PlayerPain (gentity_t *self, gentity_t *attacker, int damage);
extern void GasBurst (gentity_t *self, gentity_t *attacker, int damage);
extern void CrystalCratePain (gentity_t *self, gentity_t *attacker, int damage);
extern void TurretPain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Wampa_Pain (gentity_t *self, gentity_t *attacker, int damage);
extern void NPC_Rancor_Pain (gentity_t *self, gentity_t *attacker, int damage);
//void HirogenAlpha_Precache( void );
int WP_SetSaberModel( gclient_t *client, class_t npcClass )
{
//rwwFIXMEFIXME: Do something here, need to let the client know.
return 1;
}
/*
-------------------------
NPC_PainFunc
-------------------------
*/
typedef void (PAIN_FUNC) (gentity_t *self, gentity_t *attacker, int damage);
PAIN_FUNC *NPC_PainFunc( gentity_t *ent )
{
void (*func)(gentity_t *self, gentity_t *attacker, int damage);
if ( ent->client->ps.weapon == WP_SABER )
{
func = NPC_Jedi_Pain;
}
else
{
// team no longer indicates race/species, use NPC_class to determine different npc types
/*
switch ( ent->client->playerTeam )
{
default:
func = painF_NPC_Pain;
break;
}
*/
switch( ent->client->NPC_class )
{
// troopers get special pain
case CLASS_STORMTROOPER:
case CLASS_SWAMPTROOPER:
func = NPC_ST_Pain;
break;
case CLASS_SEEKER:
func = NPC_Seeker_Pain;
break;
case CLASS_REMOTE:
func = NPC_Remote_Pain;
break;
case CLASS_MINEMONSTER:
func = NPC_MineMonster_Pain;
break;
case CLASS_HOWLER:
func = NPC_Howler_Pain;
break;
// all other droids, did I miss any?
case CLASS_GONK:
case CLASS_R2D2:
case CLASS_R5D2:
case CLASS_MOUSE:
case CLASS_PROTOCOL:
case CLASS_INTERROGATOR:
func = NPC_Droid_Pain;
break;
case CLASS_PROBE:
func = NPC_Probe_Pain;
break;
case CLASS_SENTRY:
func = NPC_Sentry_Pain;
break;
case CLASS_MARK1:
func = NPC_Mark1_Pain;
break;
case CLASS_MARK2:
func = NPC_Mark2_Pain;
break;
case CLASS_ATST:
func = NPC_ATST_Pain;
break;
case CLASS_GALAKMECH:
func = NPC_GM_Pain;
break;
case CLASS_RANCOR:
func = NPC_Rancor_Pain;
break;
case CLASS_WAMPA:
func = NPC_Wampa_Pain;
break;
// everyone else gets the normal pain func
default:
func = NPC_Pain;
break;
}
}
return func;
}
/*
-------------------------
NPC_TouchFunc
-------------------------
*/
typedef void (TOUCH_FUNC) (gentity_t *self, gentity_t *other, trace_t *trace);
TOUCH_FUNC *NPC_TouchFunc( gentity_t *ent )
{
void (*func)(gentity_t *self, gentity_t *other, trace_t *trace);
func = NPC_Touch;
return func;
}
/*
-------------------------
NPC_SetMiscDefaultData
-------------------------
*/
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
void NPC_SetMiscDefaultData( gentity_t *ent )
{
if ( ent->spawnflags & SFB_CINEMATIC )
{//if a cinematic guy, default us to wait bState
ent->NPC->behaviorState = BS_CINEMATIC;
}
if ( ent->client->NPC_class == CLASS_BOBAFETT )
{//set some stuff, precache
Boba_Precache();
ent->client->ps.fd.forcePowersKnown |= ( 1 << FP_LEVITATION );
ent->client->ps.fd.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.fd.forcePower = 100;
ent->NPC->scriptFlags |= (SCF_ALT_FIRE|SCF_NO_GROUPS);
}
//if ( !Q_stricmp( "atst_vehicle", ent->NPC_type ) )//FIXME: has to be a better, easier way to tell this, no?
if (ent->s.NPC_class == CLASS_VEHICLE && ent->m_pVehicle)
{
ent->s.g2radius = 255;//MAX for this value, was (ent->r.maxs[2]-ent->r.mins[2]), which is 272 or something
if (ent->m_pVehicle->m_pVehicleInfo->type == VH_WALKER)
{
ent->mass = 2000;//???
ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
ent->pain = NPC_ATST_Pain;
}
//turn the damn hatch cover on and LEAVE it on
trap_G2API_SetSurfaceOnOff( ent->ghoul2, "head_hatchcover", 0/*TURN_ON*/ );
}
if ( !Q_stricmp( "wampa", ent->NPC_type ) )
{//FIXME: extern this into NPC.cfg?
Wampa_SetBolts( ent );
ent->s.g2radius = 80;//???
ent->mass = 300;//???
ent->flags |= FL_NO_KNOCKBACK;
ent->pain = NPC_Wampa_Pain;
}
if ( ent->client->NPC_class == CLASS_RANCOR )
{
Rancor_SetBolts( ent );
ent->s.g2radius = 255;//MAX for this value, was (ent->r.maxs[2]-ent->r.mins[2]), which is 272 or something
ent->mass = 1000;//???
ent->flags |= FL_NO_KNOCKBACK;
ent->pain = NPC_Rancor_Pain;
ent->health *= 4;
}
if ( !Q_stricmp( "Yoda", ent->NPC_type ) )
{//FIXME: extern this into NPC.cfg?
ent->NPC->scriptFlags |= SCF_NO_FORCE;//force powers don't work on him
}
if ( !Q_stricmp( "emperor", ent->NPC_type ) )
{//FIXME: extern this into NPC.cfg?
ent->NPC->scriptFlags |= SCF_DONT_FIRE;//so he uses only force powers
}
//==================
// if ( ent->client->ps.saber[0].type != SABER_NONE )
if (ent->client->ps.weapon == WP_SABER) //rwwFIXMEFIXME: is this going to work?
{//if I'm equipped with a saber, initialize it (them)
// ent->client->ps.SaberDeactivate();
// ent->client->ps.SetSaberLength( 0 );
WP_SaberInitBladeData( ent );
ent->client->ps.saberHolstered = 2;
// G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saber[0].model, ent->handRBolt, 0 );
// if ( ent->client->ps.dualSabers )
// {
// G_CreateG2AttachedWeaponModel( ent, ent->client->ps.saber[1].model, ent->handLBolt, 1 );
// }
Jedi_ClearTimers( ent );
}
if ( ent->client->ps.fd.forcePowersKnown != 0 )
{
WP_InitForcePowers( ent );
WP_SpawnInitForcePowers(ent); //rww
}
if ( ent->client->NPC_class == CLASS_SEEKER )
{
ent->NPC->defaultBehavior = BS_DEFAULT;
ent->client->ps.gravity = 0;
ent->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
ent->client->ps.eFlags2 |= EF2_FLYING;
ent->count = 30; // SEEKER shot ammo count
}
//***I'm not sure whether I should leave this as a TEAM_ switch, I think NPC_class may be more appropriate - dmv
switch(ent->client->playerTeam)
{
case NPCTEAM_PLAYER:
//ent->flags |= FL_NO_KNOCKBACK;
if ( ent->client->NPC_class == CLASS_JEDI || ent->client->NPC_class == CLASS_LUKE )
{//good jedi
ent->client->enemyTeam = NPCTEAM_ENEMY;
if ( ent->spawnflags & JSF_AMBUSH )
{//ambusher
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
ent->client->noclip = qtrue;//hang
}
}
else
{
/*
if (ent->client->ps.weapon != WP_NONE)
{
G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
}
*/
switch ( ent->client->ps.weapon )
{
case WP_BRYAR_PISTOL://FIXME: new weapon: imp blaster pistol
// case WP_BLASTER_PISTOL:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
case WP_ROCKET_LAUNCHER:
default:
break;
case WP_THERMAL:
case WP_BLASTER:
//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
//ent->health = 25;
//FIXME: not necc. a ST
ST_ClearTimers( ent );
if ( ent->NPC->rank >= RANK_LT || ent->client->ps.weapon == WP_THERMAL )
{//officers, grenade-throwers use alt-fire
//ent->health = 50;
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
break;
}
}
if ( ent->client->NPC_class == CLASS_KYLE || ent->client->NPC_class == CLASS_VEHICLE || (ent->spawnflags & SFB_CINEMATIC) )
{
ent->NPC->defaultBehavior = BS_CINEMATIC;
}
else
{
/*
ent->NPC->defaultBehavior = BS_FOLLOW_LEADER;
ent->client->leader = &g_entities[0];
*/
}
break;
case NPCTEAM_NEUTRAL:
if ( Q_stricmp( ent->NPC_type, "gonk" ) == 0 )
{
// I guess we generically make them player usable
ent->r.svFlags |= SVF_PLAYER_USABLE;
// Not even sure if we want to give different levels of batteries? ...Or even that these are the values we'd want to use.
/*
switch ( g_spskill.integer )
{
case 0: // EASY
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.8f;
break;
case 1: // MEDIUM
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.75f;
break;
default :
case 2: // HARD
ent->client->ps.batteryCharge = MAX_BATTERIES * 0.5f;
break;
}*/
//rwwFIXMEFIXME: Make use of this.
}
break;
case NPCTEAM_ENEMY:
{
ent->NPC->defaultBehavior = BS_DEFAULT;
if ( ent->client->NPC_class == CLASS_SHADOWTROOPER )
{//FIXME: a spawnflag?
Jedi_Cloak( ent );
}
if( ent->client->NPC_class == CLASS_TAVION ||
ent->client->NPC_class == CLASS_REBORN ||
ent->client->NPC_class == CLASS_DESANN ||
ent->client->NPC_class == CLASS_SHADOWTROOPER )
{
ent->client->enemyTeam = NPCTEAM_PLAYER;
if ( ent->spawnflags & JSF_AMBUSH )
{//ambusher
ent->NPC->scriptFlags |= SCF_IGNORE_ALERTS;
ent->client->noclip = qtrue;//hang
}
}
else if( ent->client->NPC_class == CLASS_PROBE || ent->client->NPC_class == CLASS_REMOTE ||
ent->client->NPC_class == CLASS_INTERROGATOR || ent->client->NPC_class == CLASS_SENTRY)
{
ent->NPC->defaultBehavior = BS_DEFAULT;
ent->client->ps.gravity = 0;
ent->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
ent->client->ps.eFlags2 |= EF2_FLYING;
}
else
{
// G_CreateG2AttachedWeaponModel( ent, weaponData[ent->client->ps.weapon].weaponMdl, ent->handRBolt, 0 );
switch ( ent->client->ps.weapon )
{
case WP_BRYAR_PISTOL:
break;
// case WP_BLASTER_PISTOL:
// break;
case WP_DISRUPTOR:
//Sniper
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;//FIXME: use primary fire sometimes? Up close? Different class of NPC?
break;
case WP_BOWCASTER:
break;
case WP_REPEATER:
//machine-gunner
break;
case WP_DEMP2:
break;
case WP_FLECHETTE:
//shotgunner
if ( !Q_stricmp( "stofficeralt", ent->NPC_type ) )
{
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
break;
case WP_ROCKET_LAUNCHER:
break;
case WP_THERMAL:
//Gran, use main, bouncy fire
// ent->NPC->scriptFlags |= SCF_ALT_FIRE;
break;
case WP_STUN_BATON:
break;
default:
case WP_BLASTER:
//FIXME: health in NPCs.cfg, and not all blaster users are stormtroopers
//FIXME: not necc. a ST
ST_ClearTimers( ent );
if ( ent->NPC->rank >= RANK_COMMANDER )
{//commanders use alt-fire
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
if ( !Q_stricmp( "rodian2", ent->NPC_type ) )
{
//ent->NPC->scriptFlags |= SCF_ALT_FIRE;
}
break;
}
if ( !Q_stricmp( "galak_mech", ent->NPC_type ) )
{//starts with armor
NPC_GalakMech_Init( ent );
}
}
}
break;
default:
break;
}
if ( ent->client->NPC_class == CLASS_SEEKER
&& ent->activator )
{//assume my teams are already set correctly
}
else
{
//for siege, want "bad" npc's allied with the "bad" team
if (g_gametype.integer == GT_SIEGE && ent->s.NPC_class != CLASS_VEHICLE)
{
if (ent->client->enemyTeam == NPCTEAM_PLAYER)
{
ent->client->sess.sessionTeam = SIEGETEAM_TEAM1;
}
else if (ent->client->enemyTeam == NPCTEAM_ENEMY)
{
ent->client->sess.sessionTeam = SIEGETEAM_TEAM2;
}
else
{
ent->client->sess.sessionTeam = TEAM_FREE;
}
}
}
if ( ent->client->NPC_class == CLASS_ATST || ent->client->NPC_class == CLASS_MARK1 ) // chris/steve/kevin requested that the mark1 be shielded also
{
ent->flags |= (FL_SHIELDED|FL_NO_KNOCKBACK);
}
}
/*
-------------------------
NPC_WeaponsForTeam
-------------------------
*/
int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type )
{
//*** not sure how to handle this, should I pass in class instead of team and go from there? - dmv
switch(team)
{
// no longer exists
// case TEAM_BORG:
// break;
// case TEAM_HIROGEN:
// if( Q_stricmp( "hirogenalpha", NPC_type ) == 0 )
// return ( 1 << WP_BLASTER);
//Falls through
// case TEAM_KLINGON:
//NOTENOTE: Falls through
// case TEAM_IMPERIAL:
case NPCTEAM_ENEMY:
if ( Q_stricmp( "tavion", NPC_type ) == 0 ||
Q_strncmp( "reborn", NPC_type, 6 ) == 0 ||
Q_stricmp( "desann", NPC_type ) == 0 ||
Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 )
return ( 1 << WP_SABER);
// return ( 1 << WP_IMPERIAL_BLADE);
//NOTENOTE: Falls through if not a knife user
// case TEAM_SCAVENGERS:
// case TEAM_MALON:
//FIXME: default weapon in npc config?
if ( Q_strncmp( "stofficer", NPC_type, 9 ) == 0 )
{
return ( 1 << WP_FLECHETTE);
}
if ( Q_stricmp( "stcommander", NPC_type ) == 0 )
{
return ( 1 << WP_REPEATER);
}
if ( Q_stricmp( "swamptrooper", NPC_type ) == 0 )
{
return ( 1 << WP_FLECHETTE);
}
if ( Q_stricmp( "swamptrooper2", NPC_type ) == 0 )
{
return ( 1 << WP_REPEATER);
}
if ( Q_stricmp( "rockettrooper", NPC_type ) == 0 )
{
return ( 1 << WP_ROCKET_LAUNCHER);
}
if ( Q_strncmp( "shadowtrooper", NPC_type, 13 ) == 0 )
{
return ( 1 << WP_SABER);//|( 1 << WP_RAPID_CONCUSSION)?
}
if ( Q_stricmp( "imperial", NPC_type ) == 0 )
{
//return ( 1 << WP_BLASTER_PISTOL);
return ( 1 << WP_BLASTER);
}
if ( Q_strncmp( "impworker", NPC_type, 9 ) == 0 )
{
//return ( 1 << WP_BLASTER_PISTOL);
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "stormpilot", NPC_type ) == 0 )
{
//return ( 1 << WP_BLASTER_PISTOL);
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "galak", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "galak_mech", NPC_type ) == 0 )
{
return ( 1 << WP_REPEATER);
}
if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "granshooter", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "granboxer", NPC_type ) == 0 )
{
return ( 1 << WP_STUN_BATON);
}
if ( Q_strncmp( "gran", NPC_type, 4 ) == 0 )
{
return (( 1 << WP_THERMAL)|( 1 << WP_STUN_BATON));
}
if ( Q_stricmp( "rodian", NPC_type ) == 0 )
{
return ( 1 << WP_DISRUPTOR);
}
if ( Q_stricmp( "rodian2", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if (( Q_stricmp( "interrogator",NPC_type) == 0) || ( Q_stricmp( "sentry",NPC_type) == 0) || (Q_strncmp( "protocol",NPC_type,8) == 0) )
{
return WP_NONE;
}
if ( Q_strncmp( "weequay", NPC_type, 7 ) == 0 )
{
return ( 1 << WP_BOWCASTER);//|( 1 << WP_STAFF )(FIXME: new weap?)
}
if ( Q_stricmp( "impofficer", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "impcommander", NPC_type ) == 0 )
{
return ( 1 << WP_BLASTER);
}
if (( Q_stricmp( "probe", NPC_type ) == 0 ) || ( Q_stricmp( "seeker", NPC_type ) == 0 ))
{
//return ( 1 << WP_BOT_LASER);
return 0;
}
if ( Q_stricmp( "remote", NPC_type ) == 0 )
{
//return ( 1 << WP_BOT_LASER );
return 0;
}
if ( Q_stricmp( "trandoshan", NPC_type ) == 0 )
{
return (1<<WP_REPEATER);
}
if ( Q_stricmp( "atst", NPC_type ) == 0 )
{
//return (( 1 << WP_ATST_MAIN)|( 1 << WP_ATST_SIDE));
return 0;
}
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
{
//return ( 1 << WP_BOT_LASER);
return 0;
}
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
{
//return ( 1 << WP_BOT_LASER);
return 0;
}
if ( Q_stricmp( "minemonster", NPC_type ) == 0 )
{
return (( 1 << WP_STUN_BATON));
}
if ( Q_stricmp( "howler", NPC_type ) == 0 )
{
return (( 1 << WP_STUN_BATON));
}
//Stormtroopers, etc.
return ( 1 << WP_BLASTER);
break;
case NPCTEAM_PLAYER:
// if(spawnflags & SFB_TRICORDER)
// return ( 1 << WP_TRICORDER);
if(spawnflags & SFB_RIFLEMAN)
return ( 1 << WP_REPEATER);
if(spawnflags & SFB_PHASER)
//return ( 1 << WP_BLASTER_PISTOL);
return ( 1 << WP_BLASTER);
if ( Q_strncmp( "jedi", NPC_type, 4 ) == 0 || Q_stricmp( "luke", NPC_type ) == 0 )
return ( 1 << WP_SABER);
if ( Q_strncmp( "prisoner", NPC_type, 8 ) == 0 )
{
return WP_NONE;
}
if ( Q_strncmp( "bespincop", NPC_type, 9 ) == 0 )
{
//return ( 1 << WP_BLASTER_PISTOL);
return ( 1 << WP_BLASTER);
}
if ( Q_stricmp( "MonMothma", NPC_type ) == 0 )
{
return WP_NONE;
}
//rebel
return ( 1 << WP_BLASTER);
break;
case NPCTEAM_NEUTRAL:
if ( Q_stricmp( "mark1", NPC_type ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "mark2", NPC_type ) == 0 )
{
return WP_NONE;
}
if ( Q_strncmp( "ugnaught", NPC_type, 8 ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "bartender", NPC_type ) == 0 )
{
return WP_NONE;
}
if ( Q_stricmp( "morgankatarn", NPC_type ) == 0 )
{
return WP_NONE;
}
break;
// these no longer exist
// case TEAM_FORGE:
// return ( 1 << WP_STUN_BATON);
// break;
// case TEAM_STASIS:
// return ( 1 << WP_STUN_BATON);
// break;
// case TEAM_PARASITE:
// break;
// case TEAM_8472:
// break;
default:
break;
}
return WP_NONE;
}
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
/*
-------------------------
NPC_SetWeapons
-------------------------
*/
void NPC_SetWeapons( gentity_t *ent )
{
int bestWeap = WP_NONE;
int curWeap;
int weapons = NPC_WeaponsForTeam( ent->client->playerTeam, ent->spawnflags, ent->NPC_type );
ent->client->ps.stats[STAT_WEAPONS] = 0;
for ( curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
{
if ( (weapons & ( 1 << curWeap )) )
{
ent->client->ps.stats[STAT_WEAPONS] |= ( 1 << curWeap );
// RegisterItem( FindItemForWeapon( (weapon_t)(curWeap) ) ); //precache the weapon
//rwwFIXMEFIXME: Precache
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[curWeap].ammoIndex] = 100;//FIXME: max ammo
if ( bestWeap == WP_SABER )
{
// still want to register other weapons -- force saber to be best weap
continue;
}
if ( curWeap == WP_STUN_BATON )
{
if ( bestWeap == WP_NONE )
{// We'll only consider giving Melee since we haven't found anything better yet.
bestWeap = curWeap;
}
}
else if ( curWeap > bestWeap || bestWeap == WP_STUN_BATON )
{
// This will never override saber as best weap. Also will override WP_STUN_BATON if something better comes later in the list
bestWeap = curWeap;
}
}
}
ent->client->ps.weapon = bestWeap;
}
/*
-------------------------
NPC_SpawnEffect
NOTE: Make sure any effects called here have their models, tga's and sounds precached in
CG_RegisterNPCEffects in cg_player.cpp
-------------------------
*/
void NPC_SpawnEffect (gentity_t *ent)
{
}
//--------------------------------------------------------------
// NPC_SetFX_SpawnStates
//
// Set up any special parms for spawn effects
//--------------------------------------------------------------
void NPC_SetFX_SpawnStates( gentity_t *ent )
{
if ( !(ent->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY) )
{
ent->client->ps.gravity = g_gravity.value;
}
}
/*
================
NPC_SpotWouldTelefrag
================
*/
qboolean NPC_SpotWouldTelefrag( gentity_t *npc )
{
int i, num;
int touch[MAX_GENTITIES];
gentity_t *hit;
vec3_t mins, maxs;
VectorAdd( npc->r.currentOrigin, npc->r.mins, mins );
VectorAdd( npc->r.currentOrigin, npc->r.maxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for (i=0 ; i<num ; i++)
{
hit = &g_entities[touch[i]];
//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
if (hit->inuse
&& hit->client
&& hit->s.number != npc->s.number
&& (hit->r.contents&MASK_NPCSOLID)
&& hit->s.number != npc->r.ownerNum
&& hit->r.ownerNum != npc->s.number)
{
return qtrue;
}
}
return qfalse;
}
//--------------------------------------------------------------
void NPC_Begin (gentity_t *ent)
{
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
usercmd_t ucmd;
gentity_t *spawnPoint = NULL;
memset( &ucmd, 0, sizeof( ucmd ) );
if ( !(ent->spawnflags & SFB_NOTSOLID) )
{//No NPCs should telefrag
if (NPC_SpotWouldTelefrag(ent))
{
if ( ent->wait < 0 )
{//remove yourself
G_DebugPrint( WL_DEBUG, "NPC %s could not spawn, firing target3 (%s) and removing self\n", ent->targetname, ent->target3 );
//Fire off our target3
G_UseTargets2( ent, ent, ent->target3 );
//Kill us
ent->think = G_FreeEntity;
ent->nextthink = level.time + 100;
}
else
{
G_DebugPrint( WL_DEBUG, "NPC %s could not spawn, waiting %4.2 secs to try again\n", ent->targetname, ent->wait/1000.0f );
ent->think = NPC_Begin;
ent->nextthink = level.time + ent->wait;//try again in half a second
}
return;
}
}
//Spawn effect
NPC_SpawnEffect( ent );
VectorCopy( ent->client->ps.origin, spawn_origin);
VectorCopy( ent->s.angles, spawn_angles);
spawn_angles[YAW] = ent->NPC->desiredYaw;
client = ent->client;
// increment the spawncount so the client will detect the respawn
client->ps.persistant[PERS_SPAWN_COUNT]++;
client->airOutTime = level.time + 12000;
client->ps.clientNum = ent->s.number;
// clear entity values
if ( ent->health ) // Was health supplied in map
{
client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->health;
}
else if ( ent->NPC->stats.health ) // Was health supplied in NPC.cfg?
{
if ( ent->client->NPC_class != CLASS_REBORN
&& ent->client->NPC_class != CLASS_SHADOWTROOPER
//&& ent->client->NPC_class != CLASS_TAVION
//&& ent->client->NPC_class != CLASS_DESANN
&& ent->client->NPC_class != CLASS_JEDI )
{// up everyone except jedi
ent->NPC->stats.health += ent->NPC->stats.health/4 * g_spskill.integer; // 100% on easy, 125% on medium, 150% on hard
}
client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = ent->NPC->stats.health;
}
else
{
client->pers.maxHealth = client->ps.stats[STAT_MAX_HEALTH] = 100;
}
if ( !Q_stricmp( "rodian", ent->NPC_type ) )
{//sniper
//NOTE: this will get overridden by any aim settings in their spawnscripts
switch ( g_spskill.integer )
{
case 0:
ent->NPC->stats.aim = 1;
break;
case 1:
ent->NPC->stats.aim = Q_irand( 2, 3 );
break;
case 2:
ent->NPC->stats.aim = Q_irand( 3, 4 );
break;
}
}
else if ( ent->client->NPC_class == CLASS_STORMTROOPER
|| ent->client->NPC_class == CLASS_SWAMPTROOPER
|| ent->client->NPC_class == CLASS_IMPWORKER
|| !Q_stricmp( "rodian2", ent->NPC_type ) )
{//tweak yawspeed for these NPCs based on difficulty
switch ( g_spskill.integer )
{
case 0:
ent->NPC->stats.yawSpeed *= 0.75f;
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{
ent->NPC->stats.aim -= Q_irand( 3, 6 );
}
break;
case 1:
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{
ent->NPC->stats.aim -= Q_irand( 2, 4 );
}
break;
case 2:
ent->NPC->stats.yawSpeed *= 1.5f;
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{
ent->NPC->stats.aim -= Q_irand( 0, 2 );
}
break;
}
}
else if ( ent->client->NPC_class == CLASS_REBORN
|| ent->client->NPC_class == CLASS_SHADOWTROOPER )
{
switch ( g_spskill.integer )
{
case 1:
ent->NPC->stats.yawSpeed *= 1.25f;
break;
case 2:
ent->NPC->stats.yawSpeed *= 1.5f;
break;
}
}
ent->s.groundEntityNum = ENTITYNUM_NONE;
ent->mass = 10;
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "NPC";
// if ( ent->client->race == RACE_HOLOGRAM )
// {//can shoot through holograms, but not walk through them
// ent->contents = CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_ITEM;//contents_corspe to make them show up in ID and use traces
// ent->clipmask = MASK_NPCSOLID;
// } else
if(!(ent->spawnflags & SFB_NOTSOLID))
{
ent->r.contents = CONTENTS_BODY;
ent->clipmask = MASK_NPCSOLID;
}
else
{
ent->r.contents = 0;
ent->clipmask = MASK_NPCSOLID&~CONTENTS_BODY;
}
/*
if(!ent->client->moveType)//Static?
{
ent->client->moveType = MT_RUNJUMP;
}
*/
//rwwFIXMEFIXME: movetype support
ent->die = player_die;
ent->waterlevel = 0;
ent->watertype = 0;
ent->client->ps.rocketLockIndex = ENTITYNUM_NONE;
ent->client->ps.rocketLockTime = 0;
//visible to player and NPCs
if ( ent->client->NPC_class != CLASS_R2D2 &&
ent->client->NPC_class != CLASS_R5D2 &&
ent->client->NPC_class != CLASS_MOUSE &&
ent->client->NPC_class != CLASS_GONK &&
ent->client->NPC_class != CLASS_PROTOCOL )
{
ent->flags &= ~FL_NOTARGET;
}
ent->s.eFlags &= ~EF_NODRAW;
NPC_SetFX_SpawnStates( ent );
//client->ps.friction = 6;
//rwwFIXMEFIXME: per ent friction?
if ( ent->client->ps.weapon == WP_NONE )
{//not set by the NPCs.cfg
NPC_SetWeapons(ent);
}
//select the weapon
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[ent->client->ps.weapon].ammoIndex];
ent->client->ps.weaponstate = WEAPON_IDLE;
ChangeWeapon( ent, ent->client->ps.weapon );
VectorCopy( spawn_origin, client->ps.origin );
// the respawned flag will be cleared after the attack and jump keys come up
client->ps.pm_flags |= PMF_RESPAWNED;
// clear entity state values
//ent->s.eType = ET_PLAYER;
ent->s.eType = ET_NPC;
// ent->s.skinNum = ent - g_entities - 1; // used as index to get custom models
VectorCopy (spawn_origin, ent->s.origin);
// ent->s.origin[2] += 1; // make sure off ground
SetClientViewAngle( ent, spawn_angles );
client->renderInfo.lookTarget = ENTITYNUM_NONE;
if(!(ent->spawnflags & 64))
{
G_KillBox( ent );
trap_LinkEntity (ent);
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
client->respawnTime = level.time;
client->inactivityTime = level.time + g_inactivity.value * 1000;
client->latched_buttons = 0;
if ( ent->s.m_iVehicleNum )
{//I'm an NPC in a vehicle (or a vehicle), I already have owner set
}
else if ( client->NPC_class == CLASS_SEEKER && ent->activator != NULL )
{//somebody else "owns" me
ent->s.owner = ent->r.ownerNum = ent->activator->s.number;
}
else
{
ent->s.owner = ENTITYNUM_NONE;
}
// set default animations
if ( ent->client->NPC_class != CLASS_VEHICLE )
{
NPC_SetAnim( ent, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
if( spawnPoint )
{
// fire the targets of the spawn point
G_UseTargets( spawnPoint, ent );
}
//ICARUS include
trap_ICARUS_InitEnt( ent );
//==NPC initialization
SetNPCGlobals( ent );
ent->enemy = NULL;
NPCInfo->timeOfDeath = 0;
NPCInfo->shotTime = 0;
NPC_ClearGoal();
NPC_ChangeWeapon( ent->client->ps.weapon );
//==Final NPC initialization
ent->pain = NPC_PainFunc( ent ); //painF_NPC_Pain;
ent->touch = NPC_TouchFunc( ent ); //touchF_NPC_Touch;
// ent->NPC->side = 1;
ent->client->ps.ping = ent->NPC->stats.reactions * 50;
//MCG - Begin: NPC hacks
//FIXME: Set the team correctly
if (ent->s.NPC_class != CLASS_VEHICLE || g_gametype.integer != GT_SIEGE)
{
ent->client->ps.persistant[PERS_TEAM] = ent->client->playerTeam;
}
ent->use = NPC_Use;
ent->think = NPC_Think;
ent->nextthink = level.time + FRAMETIME + Q_irand(0, 100);
NPC_SetMiscDefaultData( ent );
if ( ent->health <= 0 )
{
//ORIGINAL ID: health will count down towards max_health
ent->health = client->ps.stats[STAT_HEALTH] = ent->client->pers.maxHealth;
}
else
{
client->ps.stats[STAT_HEALTH] = ent->health;
}
if (ent->s.shouldtarget)
{
ent->maxHealth = ent->health;
G_ScaleNetHealth(ent);
}
ChangeWeapon( ent, ent->client->ps.weapon );//yes, again... sigh
if ( !(ent->spawnflags & SFB_STARTINSOLID) )
{//Not okay to start in solid
G_CheckInSolid( ent, qtrue );
}
VectorClear( ent->NPC->lastClearOrigin );
//Run a script if you have one assigned to you
if ( G_ActivateBehavior( ent, BSET_SPAWN ) )
{
trap_ICARUS_MaintainTaskManager(ent->s.number);
}
VectorCopy( ent->r.currentOrigin, ent->client->renderInfo.eyePoint );
// run a client frame to drop exactly to the floor,
// initialize animations and other things
memset( &ucmd, 0, sizeof( ucmd ) );
//_VectorCopy( client->pers.cmd_angles, ucmd.angles );
VectorCopy(client->pers.cmd.angles, ucmd.angles);
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
if ( ent->NPC->aiFlags & NPCAI_MATCHPLAYERWEAPON )
{
//G_MatchPlayerWeapon( ent );
//rwwFIXMEFIXME: Use this? Probably doesn't really matter for MP.
}
ClientThink( ent->s.number, &ucmd );
trap_LinkEntity( ent );
if ( ent->client->playerTeam == NPCTEAM_ENEMY )
{//valid enemy spawned
if ( !(ent->spawnflags&SFB_CINEMATIC) && ent->NPC->behaviorState != BS_CINEMATIC )
{//not a cinematic enemy
if ( g_entities[0].client )
{
//g_entities[0].client->sess.missionStats.enemiesSpawned++;
//rwwFIXMEFIXME: Do something here? And this is a rather strange place to be storing
//this sort of data.
}
}
}
ent->waypoint = ent->NPC->homeWp = WAYPOINT_NONE;
if ( ent->m_pVehicle )
{//a vehicle
//check for droidunit
if ( ent->m_pVehicle->m_iDroidUnitTag != -1 )
{
char *droidNPCType = NULL;
gentity_t *droidEnt = NULL;
if ( ent->model2
&& ent->model2[0] )
{//specified on the NPC_Vehicle spawner ent
droidNPCType = ent->model2;
}
else if ( ent->m_pVehicle->m_pVehicleInfo->droidNPC
&& ent->m_pVehicle->m_pVehicleInfo->droidNPC[0] )
{//specified in the vehicle's .veh file
droidNPCType = ent->m_pVehicle->m_pVehicleInfo->droidNPC;
}
if ( droidNPCType != NULL )
{
if ( Q_stricmp( "random", droidNPCType ) == 0
|| Q_stricmp( "default", droidNPCType ) == 0 )
{//use default - R2D2 or R5D2
if ( Q_irand( 0, 1 ) )
{
droidNPCType = "r2d2";
}
else
{
droidNPCType = "r5d2";
}
}
droidEnt = NPC_SpawnType( ent, droidNPCType, NULL, qfalse );
if ( droidEnt != NULL )
{
if ( droidEnt->client )
{
droidEnt->client->ps.m_iVehicleNum =
droidEnt->s.m_iVehicleNum =
//droidEnt->s.otherEntityNum2 =
droidEnt->s.owner =
droidEnt->r.ownerNum = ent->s.number;
ent->m_pVehicle->m_pDroidUnit = (bgEntity_t *)droidEnt;
//SP way:
//droidEnt->s.m_iVehicleNum = ent->s.number;
//droidEnt->owner = ent;
//set team
droidEnt->alliedTeam = ent->alliedTeam;
droidEnt->teamnodmg = ent->teamnodmg;
droidEnt->client->sess.sessionTeam = ent->client->sess.sessionTeam;
droidEnt->client->ps.persistant[PERS_TEAM] = ent->client->ps.persistant[PERS_TEAM];
//position
VectorCopy( ent->r.currentOrigin, droidEnt->s.origin );
VectorCopy( ent->r.currentOrigin, droidEnt->client->ps.origin );
G_SetOrigin( droidEnt, droidEnt->s.origin );
trap_LinkEntity( droidEnt );
VectorCopy( ent->r.currentAngles, droidEnt->s.angles );
G_SetAngles( droidEnt, droidEnt->s.angles );
if ( droidEnt->NPC )
{
droidEnt->NPC->desiredYaw = droidEnt->s.angles[YAW];
droidEnt->NPC->desiredPitch = droidEnt->s.angles[PITCH];
}
droidEnt->flags |= FL_UNDYING;
}
else
{//wtf?
G_FreeEntity( droidEnt );
}
}
}
}
}
}
gNPC_t *gNPCPtrs[MAX_GENTITIES];
gNPC_t *New_NPC_t(int entNum)
{
gNPC_t *ptr;
if (!gNPCPtrs[entNum])
{
gNPCPtrs[entNum] = (gNPC_t *)BG_Alloc (sizeof(gNPC_t));
}
ptr = gNPCPtrs[entNum];
if (ptr)
{
// clear it...
//
memset(ptr, 0, sizeof( *ptr ) );
}
return ptr;
}
#ifdef _XBOX
void NPC_NPCPtrsClear(void)
{
for(int i=0; i<MAX_GENTITIES; i++) {
gNPCPtrs[i] = NULL;
}
}
#endif
/*
-------------------------
NPC_StasisSpawn_Go
-------------------------
*/
/*
qboolean NPC_StasisSpawn_Go( gentity_t *ent )
{
//Setup an owner pointer if we need it
if VALIDSTRING( ent->ownername )
{
ent->parent = G_Find( NULL, FOFS( targetname ), ent->ownername );
if ( ( ent->parent ) && ( ent->parent->health <= 0 ) )
{//our spawner thing is broken
if ( ent->target2 && ent->target2[0] )
{
//Fire off our target2
G_UseTargets2( ent, ent, ent->target2 );
//Kill us
ent->e_ThinkFunc = thinkF_G_FreeEntity;
ent->nextthink = level.time + 100;
}
else
{
//Try to spawn again in one second
ent->e_ThinkFunc = thinkF_NPC_Spawn_Go;
ent->nextthink = level.time + 1000;
}
return qfalse;
}
}
//Test for an entity blocking the spawn
trace_t tr;
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, MASK_NPCSOLID );
//Can't have anything in the way
if ( tr.allsolid || tr.startsolid )
{
ent->nextthink = level.time + 1000;
return qfalse;
}
return qtrue;
}
*/
void NPC_DefaultScriptFlags( gentity_t *ent )
{
if ( !ent || !ent->NPC )
{
return;
}
//Set up default script flags
ent->NPC->scriptFlags = (SCF_CHASE_ENEMIES|SCF_LOOK_FOR_ENEMIES);
}
/*
-------------------------
NPC_Spawn_Go
-------------------------
*/
#include "../namespace_begin.h"
extern void G_CreateAnimalNPC( Vehicle_t **pVeh, const char *strAnimalType );
extern void G_CreateSpeederNPC( Vehicle_t **pVeh, const char *strType );
extern void G_CreateWalkerNPC( Vehicle_t **pVeh, const char *strAnimalType );
extern void G_CreateFighterNPC( Vehicle_t **pVeh, const char *strType );
#include "../namespace_end.h"
gentity_t *NPC_Spawn_Do( gentity_t *ent )
{
gentity_t *newent = NULL;
int index;
vec3_t saveOrg;
/* //Do extra code for stasis spawners
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
{
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
return;
}
*/
//Test for drop to floor
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
trace_t tr;
vec3_t bottom;
VectorCopy( ent->r.currentOrigin, saveOrg );
VectorCopy( ent->r.currentOrigin, bottom );
bottom[2] = MIN_WORLD_COORD;
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, bottom, ent->s.number, MASK_NPCSOLID );
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
{
G_SetOrigin( ent, tr.endpos );
}
}
//Check the spawner's count
if( ent->count != -1 )
{
ent->count--;
if( ent->count <= 0 )
{
ent->use = 0;//never again
//FIXME: why not remove me...? Because of all the string pointers? Just do G_NewStrings?
}
}
newent = G_Spawn();
if ( newent == NULL )
{
Com_Printf ( S_COLOR_RED"ERROR: NPC G_Spawn failed\n" );
return NULL;
}
newent->fullName = ent->fullName;
newent->NPC = New_NPC_t(newent->s.number);
if ( newent->NPC == NULL )
{
Com_Printf ( S_COLOR_RED"ERROR: NPC G_Alloc NPC failed\n" );
goto finish;
return NULL;
}
//newent->client = (gclient_s *)G_Alloc (sizeof(gclient_s));
G_CreateFakeClient(newent->s.number, &newent->client);
newent->NPC->tempGoal = G_Spawn();
if ( newent->NPC->tempGoal == NULL )
{
newent->NPC = NULL;
goto finish;
return NULL;
}
newent->NPC->tempGoal->classname = "NPC_goal";
newent->NPC->tempGoal->parent = newent;
newent->NPC->tempGoal->r.svFlags |= SVF_NOCLIENT;
if ( newent->client == NULL )
{
Com_Printf ( S_COLOR_RED"ERROR: NPC BG_Alloc client failed\n" );
goto finish;
return NULL;
}
memset ( newent->client, 0, sizeof(*newent->client) );
//Assign the pointer for bg entity access
newent->playerState = &newent->client->ps;
//==NPC_Connect( newent, net_name );===================================
if ( ent->NPC_type == NULL )
{
ent->NPC_type = "random";
}
else
{
ent->NPC_type = Q_strlwr( G_NewString( ent->NPC_type ) );
}
if ( ent->r.svFlags & SVF_NO_BASIC_SOUNDS )
{
newent->r.svFlags |= SVF_NO_BASIC_SOUNDS;
}
if ( ent->r.svFlags & SVF_NO_COMBAT_SOUNDS )
{
newent->r.svFlags |= SVF_NO_COMBAT_SOUNDS;
}
if ( ent->r.svFlags & SVF_NO_EXTRA_SOUNDS )
{
newent->r.svFlags |= SVF_NO_EXTRA_SOUNDS;
}
if ( ent->message )
{//has a key
newent->message = ent->message;//transfer the key name
newent->flags |= FL_NO_KNOCKBACK;//don't fall off ledges
}
// If this is a vehicle we need to see what kind it is so we properlly allocate it.
if ( Q_stricmp( ent->classname, "NPC_Vehicle" ) == 0 )
{
// Get the vehicle entry index.
int iVehIndex = BG_VehicleGetIndex( ent->NPC_type );
if ( iVehIndex == VEHICLE_NONE )
{
G_FreeEntity( newent );
//get rid of the spawner, too, I guess
G_FreeEntity( ent );
return NULL;
}
// NOTE: If you change/add any of these, update NPC_Spawn_f for the new vehicle you
// want to be able to spawn in manually.
// See what kind of vehicle this is and allocate it properly.
switch( g_vehicleInfo[iVehIndex].type )
{
case VH_ANIMAL:
// Create the animal (making sure all it's data is initialized).
G_CreateAnimalNPC( &newent->m_pVehicle, ent->NPC_type );
break;
case VH_SPEEDER:
// Create the speeder (making sure all it's data is initialized).
G_CreateSpeederNPC( &newent->m_pVehicle, ent->NPC_type );
break;
case VH_FIGHTER:
// Create the fighter (making sure all it's data is initialized).
G_CreateFighterNPC( &newent->m_pVehicle, ent->NPC_type );
break;
case VH_WALKER:
// Create the walker (making sure all it's data is initialized).
G_CreateWalkerNPC( &newent->m_pVehicle, ent->NPC_type );
break;
default:
Com_Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
G_FreeEntity( newent );
//get rid of the spawner, too, I guess
G_FreeEntity( ent );
return NULL;
}
assert(newent->m_pVehicle &&
newent->m_pVehicle->m_pVehicleInfo &&
newent->m_pVehicle->m_pVehicleInfo->Initialize);
//set up my happy prediction hack
newent->m_pVehicle->m_vOrientation = &newent->client->ps.vehOrientation[0];
// Setup the vehicle.
newent->m_pVehicle->m_pParentEntity = (bgEntity_t *)newent;
newent->m_pVehicle->m_pVehicleInfo->Initialize( newent->m_pVehicle );
//cache all the assets
newent->m_pVehicle->m_pVehicleInfo->RegisterAssets( newent->m_pVehicle );
//set the class
newent->client->NPC_class = CLASS_VEHICLE;
if ( g_vehicleInfo[iVehIndex].type == VH_FIGHTER )
{//FIXME: EXTERN!!!
newent->flags |= (FL_NO_KNOCKBACK|FL_SHIELDED|FL_DMG_BY_HEAVY_WEAP_ONLY);//don't get pushed around, blasters bounce off, only damage from heavy weaps
}
//WTF?!!! Ships spawning in pointing straight down!
//set them up to start landed
newent->m_pVehicle->m_vOrientation[YAW] = ent->s.angles[YAW];
newent->m_pVehicle->m_vOrientation[PITCH] = newent->m_pVehicle->m_vOrientation[ROLL] = 0.0f;
G_SetAngles( newent, newent->m_pVehicle->m_vOrientation );
SetClientViewAngle( newent, newent->m_pVehicle->m_vOrientation );
//newent->m_pVehicle->m_ulFlags |= VEH_GEARSOPEN;
//why? this would just make it so the initial anim never got played... -rww
//There was no initial anim, it would just open the gear even though it's already on the ground (fixed now, made an initial anim)
//For SUSPEND spawnflag, the amount of time to drop like a rock after SUSPEND turns off
newent->fly_sound_debounce_time = ent->fly_sound_debounce_time;
//for no-pilot-death delay
newent->damage = ent->damage;
//no-pilot-death distance
newent->speed = ent->speed;
//for veh transfer all healy stuff
newent->healingclass = ent->healingclass;
newent->healingsound = ent->healingsound;
newent->healingrate = ent->healingrate;
newent->model2 = ent->model2;//for droidNPC
}
else
{
newent->client->ps.weapon = WP_NONE;//init for later check in NPC_Begin
}
VectorCopy(ent->s.origin, newent->s.origin);
VectorCopy(ent->s.origin, newent->client->ps.origin);
VectorCopy(ent->s.origin, newent->r.currentOrigin);
G_SetOrigin(newent, ent->s.origin);//just to be sure!
//NOTE: on vehicles, anything in the .npc file will STOMP data on the NPC that's set by the vehicle
if ( !NPC_ParseParms( ent->NPC_type, newent ) )
{
Com_Printf ( S_COLOR_RED "ERROR: Couldn't spawn NPC %s\n", ent->NPC_type );
G_FreeEntity( newent );
//get rid of the spawner, too, I guess
G_FreeEntity( ent );
return NULL;
}
if ( ent->NPC_type )
{
if ( !Q_stricmp( ent->NPC_type, "kyle" ) )
{//FIXME: "player", not Kyle? Or check NPC_type against player's NPC_type?
newent->NPC->aiFlags |= NPCAI_MATCHPLAYERWEAPON;
}
else if ( !Q_stricmp( ent->NPC_type, "test" ) )
{
int n;
for ( n = 0; n < 1 ; n++)
{
if ( g_entities[n].s.eType != ET_NPC && g_entities[n].client)
{
VectorCopy(g_entities[n].s.origin, newent->s.origin);
newent->client->playerTeam = newent->s.teamowner = g_entities[n].client->playerTeam;
break;
}
}
newent->NPC->defaultBehavior = newent->NPC->behaviorState = BS_WAIT;
newent->classname = "NPC";
// newent->r.svFlags |= SVF_NOPUSH;
}
}
//=====================================================================
//set the info we want
if ( !newent->health )
{
newent->health = ent->health;
}
newent->script_targetname = ent->NPC_targetname;
newent->targetname = ent->NPC_targetname;
newent->target = ent->NPC_target;//death
newent->target2 = ent->target2;//knocked out death
newent->target3 = ent->target3;//???
newent->target4 = ent->target4;//ffire death
newent->wait = ent->wait;
for( index = BSET_FIRST; index < NUM_BSETS; index++)
{
if ( ent->behaviorSet[index] )
{
newent->behaviorSet[index] = ent->behaviorSet[index];
}
}
newent->classname = "NPC";
newent->NPC_type = ent->NPC_type;
trap_UnlinkEntity(newent);
VectorCopy(ent->s.angles, newent->s.angles);
VectorCopy(ent->s.angles, newent->r.currentAngles);
VectorCopy(ent->s.angles, newent->client->ps.viewangles);
newent->NPC->desiredYaw =ent->s.angles[YAW];
trap_LinkEntity(newent);
newent->spawnflags = ent->spawnflags;
if(ent->paintarget)
{ //safe to point at owner's string since memory is never freed during game
newent->paintarget = ent->paintarget;
}
if(ent->opentarget)
{
newent->opentarget = ent->opentarget;
}
//==New stuff=====================================================================
newent->s.eType = ET_NPC;//ET_PLAYER;
//FIXME: Call CopyParms
if ( ent->parms )
{
int parmNum;
for ( parmNum = 0; parmNum < MAX_PARMS; parmNum++ )
{
if ( ent->parms->parm[parmNum] && ent->parms->parm[parmNum][0] )
{
Q3_SetParm( newent->s.number, parmNum, ent->parms->parm[parmNum] );
}
}
}
//FIXME: copy cameraGroup, store mine in message or other string field
//set origin
newent->s.pos.trType = TR_INTERPOLATE;
newent->s.pos.trTime = level.time;
VectorCopy( newent->r.currentOrigin, newent->s.pos.trBase );
VectorClear( newent->s.pos.trDelta );
newent->s.pos.trDuration = 0;
//set angles
newent->s.apos.trType = TR_INTERPOLATE;
newent->s.apos.trTime = level.time;
//VectorCopy( newent->r.currentOrigin, newent->s.apos.trBase );
//Why was the origin being used as angles? Typo I'm assuming -rww
VectorCopy( newent->s.angles, newent->s.apos.trBase );
VectorClear( newent->s.apos.trDelta );
newent->s.apos.trDuration = 0;
newent->NPC->combatPoint = -1;
newent->flags |= FL_NOTARGET;//So he's ignored until he's fully spawned
newent->s.eFlags |= EF_NODRAW;//So he's ignored until he's fully spawned
newent->think = NPC_Begin;
newent->nextthink = level.time + FRAMETIME;
NPC_DefaultScriptFlags( newent );
//copy over team variables, too
newent->s.shouldtarget = ent->s.shouldtarget;
newent->s.teamowner = ent->s.teamowner;
newent->alliedTeam = ent->alliedTeam;
newent->teamnodmg = ent->teamnodmg;
if ( ent->team && ent->team[0] )
{//specified team directly?
newent->client->sess.sessionTeam = atoi(ent->team);
}
else if ( newent->s.teamowner != TEAM_FREE )
{
newent->client->sess.sessionTeam = newent->s.teamowner;
}
else if ( newent->alliedTeam != TEAM_FREE )
{
newent->client->sess.sessionTeam = newent->alliedTeam;
}
else if ( newent->teamnodmg != TEAM_FREE )
{
newent->client->sess.sessionTeam = newent->teamnodmg;
}
else
{
newent->client->sess.sessionTeam = TEAM_FREE;
}
newent->client->ps.persistant[PERS_TEAM] = newent->client->sess.sessionTeam;
trap_LinkEntity (newent);
if(!ent->use)
{
if( ent->target )
{//use any target we're pointed at
G_UseTargets ( ent, ent );
}
if(ent->closetarget)
{//last guy should fire this target when he dies
newent->target = ent->closetarget;
}
ent->targetname = NULL;
//why not remove me...? Because of all the string pointers? Just do G_NewStrings?
G_FreeEntity( ent );//bye!
}
finish:
if ( ent->spawnflags & NSF_DROP_TO_FLOOR )
{
G_SetOrigin( ent, saveOrg );
}
return newent;
}
void NPC_Spawn_Go(gentity_t *ent)
{
NPC_Spawn_Do(ent);
}
/*
-------------------------
NPC_StasisSpawnEffect
-------------------------
*/
/*
void NPC_StasisSpawnEffect( gentity_t *ent )
{
vec3_t start, end, forward;
qboolean taper;
//Floor or wall?
if ( ent->spawnflags & 1 )
{
AngleVectors( ent->s.angles, forward, NULL, NULL );
VectorMA( ent->r.currentOrigin, 24, forward, end );
VectorMA( ent->r.currentOrigin, -20, forward, start );
start[2] += 64;
taper = qtrue;
}
else
{
VectorCopy( ent->r.currentOrigin, start );
VectorCopy( start, end );
end[2] += 48;
taper = qfalse;
}
//Add the effect
// CG_ShimmeryThing_Spawner( start, end, 32, qtrue, 1000 );
}
*/
/*
-------------------------
NPC_ShySpawn
-------------------------
*/
#define SHY_THINK_TIME 1000
#define SHY_SPAWN_DISTANCE 128
#define SHY_SPAWN_DISTANCE_SQR ( SHY_SPAWN_DISTANCE * SHY_SPAWN_DISTANCE )
void NPC_ShySpawn( gentity_t *ent )
{
ent->nextthink = level.time + SHY_THINK_TIME;
ent->think = NPC_ShySpawn;
//rwwFIXMEFIXME: Care about other clients not just 0?
if ( DistanceSquared( g_entities[0].r.currentOrigin, ent->r.currentOrigin ) <= SHY_SPAWN_DISTANCE_SQR )
return;
if ( (InFOV( ent, &g_entities[0], 80, 64 )) ) // FIXME: hardcoded fov
if ( (NPC_ClearLOS2( &g_entities[0], ent->r.currentOrigin )) )
return;
ent->think = 0;
ent->nextthink = 0;
NPC_Spawn_Go( ent );
}
/*
-------------------------
NPC_Spawn
-------------------------
*/
void NPC_Spawn ( gentity_t *ent, gentity_t *other, gentity_t *activator )
{
//delay before spawning NPC
if( ent->delay )
{
/* //Stasis does an extra step
if ( Q_stricmp( ent->classname, "NPC_Stasis" ) == 0 )
{
if ( NPC_StasisSpawn_Go( ent ) == qfalse )
return;
}
*/
if ( ent->spawnflags & 2048 ) // SHY
{
ent->think = NPC_ShySpawn;
}
else
{
ent->think = NPC_Spawn_Go;
}
ent->nextthink = level.time + ent->delay;
}
else
{
if ( ent->spawnflags & 2048 ) // SHY
{
NPC_ShySpawn( ent );
}
else
{
NPC_Spawn_Do( ent );
}
}
}
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
NPC_type - name of NPC (in npcs.cfg) to spawn in
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
target2 - Fired by stasis spawners when they try to spawn while their spawner model is broken
target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
delay - how long to wait to spawn after used
wait - if trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2)
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
NPC_target2 - NPC's target to fire when knocked out
NPC_target4 - NPC's target to fire when killed by friendly fire
NPC_type - type of NPC ("Borg" (default), "Xian", etc)
health - starting health (default = 100)
spawnscript - default script to run once spawned (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
showhealth - set to 1 to show health bar on this entity when crosshair is over it
teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue
teamuser - only this team can use this NPC
0 - none
1 - red
2 - blue
teamnodmg - team that NPC does not take damage from (turrets and other auto-defenses that have "alliedTeam" set to this team won't target this NPC)
0 - none
1 - red
2 - blue
"noBasicSounds" - set to 1 to prevent loading and usage of basic sounds (pain, death, etc)
"noCombatSounds" - set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.)
"noExtraSounds" - set to 1 to prevent loading and usage of "extra" sounds (chasing the enemy - detecting them, flanking them... also jedi combat sounds)
*/
//void NPC_PrecacheModels ( char *NPCName );
extern void NPC_PrecacheAnimationCFG( const char *NPC_type );
void NPC_Precache ( gentity_t *spawner );
void NPC_PrecacheType( char *NPC_type )
{
gentity_t *fakespawner = G_Spawn();
if ( fakespawner )
{
fakespawner->NPC_type = NPC_type;
NPC_Precache( fakespawner );
//NOTE: does the spawner have to stay around to send any precached info to the clients...?
G_FreeEntity( fakespawner );
}
}
void SP_NPC_spawner( gentity_t *self)
{
int t;
if (!g_allowNPC.integer)
{
self->think = G_FreeEntity;
self->nextthink = level.time;
return;
}
if ( !self->fullName || !self->fullName[0] )
{
//FIXME: make an index into an external string table for localization
self->fullName = "Humanoid Lifeform";
}
//register/precache the models needed for this NPC, not anymore
//self->classname = "NPC_spawner";
if(!self->count)
{
self->count = 1;
}
{//Stop loading of certain extra sounds
static int garbage;
if ( G_SpawnInt( "noBasicSounds", "0", &garbage ) )
{
self->r.svFlags |= SVF_NO_BASIC_SOUNDS;
}
if ( G_SpawnInt( "noCombatSounds", "0", &garbage ) )
{
self->r.svFlags |= SVF_NO_COMBAT_SOUNDS;
}
if ( G_SpawnInt( "noExtraSounds", "0", &garbage ) )
{
self->r.svFlags |= SVF_NO_EXTRA_SOUNDS;
}
}
if ( !self->wait )
{
self->wait = 500;
}
else
{
self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
}
self->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
G_SpawnInt( "showhealth", "0", &t );
if (t)
{
self->s.shouldtarget = qtrue;
}
/*
if ( self->delay > 0 )
{
self->r.svFlags |= SVF_NPC_PRECACHE;
}
*/
//rwwFIXMEFIXME: support for this flag?
//We have to load the animation.cfg now because spawnscripts are going to want to set anims and we need to know their length and if they're valid
NPC_PrecacheAnimationCFG( self->NPC_type );
//rww - can't cheat and do this on the client like in SP, so I'm doing this.
NPC_Precache(self);
if ( self->targetname )
{//Wait for triggering
self->use = NPC_Spawn;
// self->r.svFlags |= SVF_NPC_PRECACHE;//FIXME: precache my weapons somehow?
//NPC_PrecacheModels( self->NPC_type );
}
else
{
//NOTE: auto-spawners never check for shy spawning
//if ( spawning )
if (1) //just gonna always do this I suppose.
{//in entity spawn stage - map starting up
self->think = NPC_Spawn_Go;
self->nextthink = level.time + START_TIME_REMOVE_ENTS + 50;
}
else
{//else spawn right now
NPC_Spawn( self, self, self );
}
}
//FIXME: store cameraGroup somewhere else and apply to spawned NPCs' cameraGroup
//Or just don't include NPC_spawners in cameraGroupings
}
extern void G_VehicleSpawn( gentity_t *self );
/*QUAKED NPC_Vehicle (1 0 0) (-16 -16 -24) (16 16 32) NO_PILOT_DIE SUSPENDED x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
NO_PILOT_DIE - die after certain amount of time of not having a pilot
SUSPENDED - Fighters: Don't drop until someone gets in it (this only works as long as no-nw has *ever* ridden the vehicle, to simulate ships that are suspended-docked) - note: ships inside trigger_spaces do not drop when unoccupied
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
set NPC_type to vehicle name in vehicles.dat
"dropTime" use with SUSPENDED - if set, the vehicle will drop straight down for this number of seconds before flying forward
"dmg" use with NO_PILOT_DIE - delay in milliseconds for ship to explode if no pilot (default 10000)
"speed" use with NO_PILOT_DIE - distance for pilot to get away from ship after dismounting before it starts counting down the death timer
"model2" - if the vehicle can have a droid (has "*droidunit" tag), this NPC will be spawned and placed there - note: game will automatically use the one specified in the .veh file (if any) or, absent that, it will use an R2D2 or R5D2 NPC)
showhealth - set to 1 to show health bar on this entity when crosshair is over it
teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue
teamuser - only this team can use this NPC
0 - none
1 - red
2 - blue
teamnodmg - team that NPC does not take damage from (turrets and other auto-defenses that have "alliedTeam" set to this team won't target this NPC)
0 - none
1 - red
2 - blue
*/
qboolean NPC_VehiclePrecache( gentity_t *spawner )
{
char *droidNPCType = NULL;
//This will precache the vehicle
vehicleInfo_t *pVehInfo;
int iVehIndex = BG_VehicleGetIndex( spawner->NPC_type );
if ( iVehIndex == VEHICLE_NONE )
{//fixme: error msg?
return qfalse;
}
G_ModelIndex(va("$%s", spawner->NPC_type)); //make sure the thing is frickin precached
//now cache his model/skin/anim config
pVehInfo = &g_vehicleInfo[iVehIndex];
if (pVehInfo->model && pVehInfo->model[0])
{
void *tempG2 = NULL;
int skin = 0;
if (pVehInfo->skin && pVehInfo->skin[0])
{
skin = trap_R_RegisterSkin(va("models/players/%s/model_%s.skin", pVehInfo->model, pVehInfo->skin));
}
trap_G2API_InitGhoul2Model(&tempG2, va("models/players/%s/model.glm", pVehInfo->model), 0, skin, 0, 0, 0);
if (tempG2)
{ //now, cache the anim config.
char GLAName[1024];
GLAName[0] = 0;
trap_G2API_GetGLAName(tempG2, 0, GLAName);
if (GLAName[0])
{
char *slash = Q_strrchr( GLAName, '/' );
if ( slash )
{
strcpy(slash, "/animation.cfg");
BG_ParseAnimationFile(GLAName, NULL, qfalse);
}
}
trap_G2API_CleanGhoul2Models(&tempG2);
}
}
//also precache the droid NPC if there is one
if ( spawner->model2
&& spawner->model2[0] )
{
droidNPCType = spawner->model2;
}
else if ( g_vehicleInfo[iVehIndex].droidNPC
&& g_vehicleInfo[iVehIndex].droidNPC[0] )
{
droidNPCType = g_vehicleInfo[iVehIndex].droidNPC;
}
if ( droidNPCType )
{
if ( Q_stricmp( "random", droidNPCType ) == 0
|| Q_stricmp( "default", droidNPCType ) == 0 )
{//precache both r2 and r5, as defaults
NPC_PrecacheType( "r2d2" );
NPC_PrecacheType( "r5d2" );
}
else
{
NPC_PrecacheType( droidNPCType );
}
}
return qtrue;
}
void NPC_VehicleSpawnUse( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->delay )
{
self->think = G_VehicleSpawn;
self->nextthink = level.time + self->delay;
}
else
{
G_VehicleSpawn( self );
}
}
void SP_NPC_Vehicle( gentity_t *self)
{
float dropTime;
int t;
if ( !self->NPC_type )
{
self->NPC_type = "swoop";
}
if ( !self->classname )
{
self->classname = "NPC_Vehicle";
}
if ( !self->wait )
{
self->wait = 500;
}
else
{
self->wait *= 1000;//1 = 1 msec, 1000 = 1 sec
}
self->delay *= 1000;//1 = 1 msec, 1000 = 1 sec
G_SetOrigin( self, self->s.origin );
G_SetAngles( self, self->s.angles );
G_SpawnFloat( "dropTime", "0", &dropTime );
if ( dropTime )
{
self->fly_sound_debounce_time = ceil(dropTime*1000.0);
}
G_SpawnInt( "showhealth", "0", &t );
if (t)
{
self->s.shouldtarget = qtrue;
}
//FIXME: PRECACHE!!!
if ( self->targetname )
{
if ( !NPC_VehiclePrecache( self ) )
{//FIXME: err msg?
G_FreeEntity( self );
return;
}
self->use = NPC_VehicleSpawnUse;
}
else
{
if ( self->delay )
{
if ( !NPC_VehiclePrecache( self ) )
{//FIXME: err msg?
G_FreeEntity( self );
return;
}
self->think = G_VehicleSpawn;
self->nextthink = level.time + self->delay;
}
else
{
G_VehicleSpawn( self );
}
}
}
//Characters
//STAR WARS NPCs============================================================================
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 32) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
targetname - name this NPC goes by for targetting
target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
If targeted, will only spawn a NPC when triggered
count - how many NPCs to spawn (only if targetted) default = 1
NPC_type - the name of the NPC (from NPCs.cfg or a from .npc file)
NPC_targetname - NPC's targetname AND script_targetname
NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)
spawnscript - default script to run once spawned (none by default)
usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals
delay - after spawned or triggered, how many seconds to wait to spawn the NPC
*/
//=============================================================================================
//CHARACTERS
//=============================================================================================
/*QUAKED NPC_Kyle (1 0 0) (-16 -16 -24) (16 16 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Kyle( gentity_t *self)
{
self->NPC_type = "Kyle";
WP_SetSaberModel( NULL, CLASS_KYLE );
SP_NPC_spawner( self );
}
/*QUAKED NPC_Lando(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Lando( gentity_t *self)
{
self->NPC_type = "Lando";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Jan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Jan( gentity_t *self)
{
self->NPC_type = "Jan";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Luke(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Luke( gentity_t *self)
{
self->NPC_type = "Luke";
WP_SetSaberModel( NULL, CLASS_LUKE );
SP_NPC_spawner( self );
}
/*QUAKED NPC_MonMothma(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_MonMothma( gentity_t *self)
{
self->NPC_type = "MonMothma";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tavion (1 0 0) (-16 -16 -24) (16 16 32) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tavion( gentity_t *self)
{
self->NPC_type = "Tavion";
WP_SetSaberModel( NULL, CLASS_TAVION );
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tavion_New (1 0 0) (-16 -16 -24) (16 16 32) SCEPTER SITH_SWORD x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Has a red lightsaber and force powers, uses her saber style from JK2
SCEPTER - Has a red lightsaber and force powers, Ragnos' Scepter in left hand, uses dual saber style and occasionally attacks with Scepter
SITH_SWORD - Has Ragnos' Sith Sword in right hand and force powers, uses strong style
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tavion_New( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "tavion_scepter";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "tavion_sith_sword";
}
else
{
self->NPC_type = "tavion_new";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Alora (1 0 0) (-16 -16 -24) (16 16 32) DUAL x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Lightsaber and level 2 force powers, 300 health
DUAL - Dual sabers and level 3 force powers, 500 health
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Alora( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "alora_dual";
}
else
{
self->NPC_type = "alora";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Reborn_New(1 0 0) (-16 -16 -24) (16 16 40) DUAL STAFF WEAK x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Reborn is an excellent lightsaber fighter, acrobatic and uses force powers. Full-length red saber, 200 health.
DUAL - Use 2 shorter sabers
STAFF - Uses a saber staff
WEAK - Is a bit less tough
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Reborn_New( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&4) )
{//weaker guys
if ( (self->spawnflags&1) )
{
self->NPC_type = "reborn_dual2";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "reborn_staff2";
}
else
{
self->NPC_type = "reborn_new2";
}
}
else
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "reborn_dual";
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "reborn_staff";
}
else
{
self->NPC_type = "reborn_new";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Saber(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Uses a saber and no force powers. 100 health.
default fencer uses fast style - weak, but can attack rapidly. Good defense.
MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Cultist_Saber( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_med_throw";
}
else
{
self->NPC_type = "cultist_saber_med";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_strong_throw";
}
else
{
self->NPC_type = "cultist_saber_strong";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_all_throw";
}
else
{
self->NPC_type = "cultist_saber_all";
}
}
else
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_throw";
}
else
{
self->NPC_type = "cultist_saber";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Saber_Powers(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Uses a saber and has a couple low-level powers. 150 health.
default fencer uses fast style - weak, but can attack rapidly. Good defense.
MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - can throw their saber (level 2) - reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Cultist_Saber_Powers( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_med_throw2";
}
else
{
self->NPC_type = "cultist_saber_med2";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_strong_throw2";
}
else
{
self->NPC_type = "cultist_saber_strong2";
}
}
else if ( (self->spawnflags&2) )
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_all_throw2";
}
else
{
self->NPC_type = "cultist_saber_all2";
}
}
else
{
if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_saber_throw";
}
else
{
self->NPC_type = "cultist_saber2";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist(1 0 0) (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Cultist uses a blaster and force powers. 40 health.
SABER - Uses a saber and no force powers
GRIP - Uses no weapon and grip, push and pull
LIGHTNING - Uses no weapon and lightning and push
DRAIN - Uses no weapons and drain and push
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Cultist( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = NULL;
self->spawnflags = 0;//fast, no throw
switch ( Q_irand( 0, 2 ) )
{
case 0://medium
self->spawnflags |= 1;
break;
case 1://strong
self->spawnflags |= 2;
break;
case 2://all
self->spawnflags |= 4;
break;
}
if ( Q_irand( 0, 1 ) )
{//throw
self->spawnflags |= 8;
}
SP_NPC_Cultist_Saber( self );
return;
}
else if ( (self->spawnflags&2) )
{
self->NPC_type = "cultist_grip";
}
else if ( (self->spawnflags&4) )
{
self->NPC_type = "cultist_lightning";
}
else if ( (self->spawnflags&8) )
{
self->NPC_type = "cultist_drain";
}
else
{
self->NPC_type = "cultist";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Commando(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Cultist uses dual blaster pistols and force powers. 40 health.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Cultist_Commando( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "cultistcommando";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Cultist_Destroyer(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Cultist has no weapons, runs up to you chanting & building up a Force Destruction blast - when gets to you, screams & explodes
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Cultist_Destroyer( gentity_t *self)
{
self->NPC_type = "cultist";//"cultist_explode";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Reelo(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Reelo( gentity_t *self)
{
self->NPC_type = "Reelo";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
MECH - will be the armored Galak
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Galak( gentity_t *self)
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "Galak_Mech";
NPC_GalakMech_Precache();
}
else
{
self->NPC_type = "Galak";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Desann(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Desann( gentity_t *self)
{
self->NPC_type = "Desann";
WP_SetSaberModel( NULL, CLASS_DESANN );
SP_NPC_spawner( self );
}
/*QUAKED NPC_Bartender(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Bartender( gentity_t *self)
{
self->NPC_type = "Bartender";
SP_NPC_spawner( self );
}
/*QUAKED NPC_MorganKatarn(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_MorganKatarn( gentity_t *self)
{
self->NPC_type = "MorganKatarn";
SP_NPC_spawner( self );
}
//=============================================================================================
//ALLIES
//=============================================================================================
/*QUAKED NPC_Jedi(1 0 0) (-16 -16 -24) (16 16 40) TRAINER x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
TRAINER - Special Jedi- instructor
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Ally Jedi NPC Buddy - tags along with player
*/
void SP_NPC_Jedi( gentity_t *self)
{
if(!self->NPC_type)
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "jeditrainer";
}
else
{
/*
if ( !Q_irand( 0, 2 ) )
{
self->NPC_type = "JediF";
}
else
*/if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Jedi";
}
else
{
self->NPC_type = "Jedi2";
}
}
}
WP_SetSaberModel( NULL, CLASS_JEDI );
SP_NPC_spawner( self );
}
/*QUAKED NPC_Prisoner(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Prisoner( gentity_t *self)
{
if(!self->NPC_type)
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Prisoner";
}
else
{
self->NPC_type = "Prisoner2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Rebel(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Rebel( gentity_t *self)
{
if(!self->NPC_type)
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Rebel";
}
else
{
self->NPC_type = "Rebel2";
}
}
SP_NPC_spawner( self );
}
//=============================================================================================
//ENEMIES
//=============================================================================================
/*QUAKED NPC_Stormtrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER ALTOFFICER ROCKET DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
30 health, blaster
OFFICER - 60 health, flechette
COMMANDER - 60 health, heavy repeater
ALTOFFICER - 60 health, alt-fire flechette (grenades)
ROCKET - 60 health, rocket launcher
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Stormtrooper( gentity_t *self)
{
if ( self->spawnflags & 8 )
{//rocketer
self->NPC_type = "rockettrooper";
}
else if ( self->spawnflags & 4 )
{//alt-officer
self->NPC_type = "stofficeralt";
}
else if ( self->spawnflags & 2 )
{//commander
self->NPC_type = "stcommander";
}
else if ( self->spawnflags & 1 )
{//officer
self->NPC_type = "stofficer";
}
else
{//regular trooper
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "StormTrooper";
}
else
{
self->NPC_type = "StormTrooper2";
}
}
SP_NPC_spawner( self );
}
void SP_NPC_StormtrooperOfficer( gentity_t *self)
{
self->spawnflags |= 1;
SP_NPC_Stormtrooper( self );
}
/*QUAKED NPC_Snowtrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
30 health, blaster
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Snowtrooper( gentity_t *self)
{
self->NPC_type = "snowtrooper";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tie_Pilot(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
30 health, blaster
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tie_Pilot( gentity_t *self)
{
self->NPC_type = "stormpilot";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Ugnaught(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Ugnaught( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "Ugnaught";
}
else
{
self->NPC_type = "Ugnaught2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Jawa(1 0 0) (-16 -16 -24) (16 16 40) ARMED x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
ARMED - starts with the Jawa gun in-hand
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Jawa( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "jawa_armed";
}
else
{
self->NPC_type = "jawa";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Gran(1 0 0) (-16 -16 -24) (16 16 40) SHOOTER BOXER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
Uses grenade
SHOOTER - uses blaster instead of
BOXER - uses fists only
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Gran( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "granshooter";
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "granboxer";
}
else
{
if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "gran";
}
else
{
self->NPC_type = "gran2";
}
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Rodian(1 0 0) (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
BLASTER uses a blaster instead of sniper rifle, different skin
NO_HIDE (only applicable with snipers) does not duck and hide between shots
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Rodian( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags&1 )
{
self->NPC_type = "rodian2";
}
else
{
self->NPC_type = "rodian";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Weequay(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Weequay( gentity_t *self)
{
if ( !self->NPC_type )
{
switch ( Q_irand( 0, 3 ) )
{
case 0:
self->NPC_type = "Weequay";
break;
case 1:
self->NPC_type = "Weequay2";
break;
case 2:
self->NPC_type = "Weequay3";
break;
case 3:
self->NPC_type = "Weequay4";
break;
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Trandoshan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Trandoshan( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "Trandoshan";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Tusken(1 0 0) (-16 -16 -24) (16 16 40) SNIPER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Tusken( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "tuskensniper";
}
else
{
self->NPC_type = "tusken";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Noghri(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Noghri( gentity_t *self)
{
if ( !self->NPC_type )
{
self->NPC_type = "noghri";
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_SwampTrooper(1 0 0) (-16 -16 -24) (16 16 40) REPEATER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
REPEATER - Swaptrooper who uses the repeater
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_SwampTrooper( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "SwampTrooper2";
}
else
{
self->NPC_type = "SwampTrooper";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Imperial(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
Greyshirt grunt, uses blaster pistol, 20 health.
OFFICER - Brownshirt Officer, uses blaster rifle, 40 health
COMMANDER - Blackshirt Commander, uses rapid-fire blaster rifle, 80 healt
"message" - if a COMMANDER, turns on his key surface. This is the name of the key you get when you walk over his body. This must match the "message" field of the func_security_panel you want this key to open. Set to "goodie" to have him carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Imperial( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "ImpOfficer";
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "ImpCommander";
}
else
{
self->NPC_type = "Imperial";
}
}
/*
if ( self->message )
{//may drop a key, precache the key model and pickup sound
G_SoundIndex( "sound/weapons/key_pkup.wav" );
if ( !Q_stricmp( "goodie", self->message ) )
{
RegisterItem( FindItemForInventory( INV_GOODIE_KEY ) );
}
else
{
RegisterItem( FindItemForInventory( INV_SECURITY_KEY ) );
}
}
*/
//rwwFIXMEFIXME: Allow goodie keys
SP_NPC_spawner( self );
}
/*QUAKED NPC_ImpWorker(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_ImpWorker( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( !Q_irand( 0, 2 ) )
{
self->NPC_type = "ImpWorker";
}
else if ( Q_irand( 0, 1 ) )
{
self->NPC_type = "ImpWorker2";
}
else
{
self->NPC_type = "ImpWorker3";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_BespinCop(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_BespinCop( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( !Q_irand( 0, 1 ) )
{
self->NPC_type = "BespinCop";
}
else
{
self->NPC_type = "BespinCop2";
}
}
SP_NPC_spawner( self );
}
/*QUAKED NPC_Reborn(1 0 0) (-16 -16 -24) (16 16 40) FORCE FENCER ACROBAT BOSS CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
Default Reborn is A poor lightsaber fighter, acrobatic and uses no force powers. Yellow saber, 40 health.
FORCE - Uses force powers but is not the best lightsaber fighter and not acrobatic. Purple saber, 75 health.
FENCER - A good lightsaber fighter, but not acrobatic and uses no force powers. Yellow saber, 100 health.
ACROBAT - quite acrobatic, but not the best lightsaber fighter and uses no force powers. Red saber, 100 health.
BOSS - quite acrobatic, good lightsaber fighter and uses force powers. Orange saber, 150 health.
NOTE: Saber colors are temporary until they have different by skins to tell them apart
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Reborn( gentity_t *self)
{
if ( !self->NPC_type )
{
if ( self->spawnflags & 1 )
{
self->NPC_type = "rebornforceuser";
}
else if ( self->spawnflags & 2 )
{
self->NPC_type = "rebornfencer";
}
else if ( self->spawnflags & 4 )
{
self->NPC_type = "rebornacrobat";
}
else if ( self->spawnflags & 8 )
{
self->NPC_type = "rebornboss";
}
else
{
self->NPC_type = "reborn";
}
}
WP_SetSaberModel( NULL, CLASS_REBORN );
SP_NPC_spawner( self );
}
/*QUAKED NPC_ShadowTrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_ShadowTrooper( gentity_t *self)
{
if(!self->NPC_type)
{
if ( !Q_irand( 0, 1 ) )
{
self->NPC_type = "ShadowTrooper";
}
else
{
self->NPC_type = "ShadowTrooper2";
}
}
NPC_ShadowTrooper_Precache();
WP_SetSaberModel( NULL, CLASS_SHADOWTROOPER );
SP_NPC_spawner( self );
}
//=============================================================================================
//MONSTERS
//=============================================================================================
/*QUAKED NPC_Monster_Murjj (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Murjj( gentity_t *self)
{
self->NPC_type = "Murjj";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Swamp (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Swamp( gentity_t *self)
{
self->NPC_type = "Swamp";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Howler (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Howler( gentity_t *self)
{
self->NPC_type = "howler";
SP_NPC_spawner( self );
}
/*QUAKED NPC_MineMonster (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_MineMonster( gentity_t *self)
{
self->NPC_type = "minemonster";
SP_NPC_spawner( self );
NPC_MineMonster_Precache();
}
/*QUAKED NPC_Monster_Claw (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Claw( gentity_t *self)
{
self->NPC_type = "Claw";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Glider (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Glider( gentity_t *self)
{
self->NPC_type = "Glider";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Flier2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Flier2( gentity_t *self)
{
self->NPC_type = "Flier2";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Lizard (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Lizard( gentity_t *self)
{
self->NPC_type = "Lizard";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Fish (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Fish( gentity_t *self)
{
self->NPC_type = "Fish";
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Wampa (1 0 0) (-12 -12 -24) (12 12 40) WANDER SEARCH x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
WANDER - When I don't have an enemy, I'll just wander the waypoint network aimlessly
SEARCH - When I don't have an enemy, I'll go back and forth between the nearest waypoints, looking for enemies
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Wampa( gentity_t *self)
{
self->NPC_type = "wampa";
NPC_Wampa_Precache();
SP_NPC_spawner( self );
}
/*QUAKED NPC_Monster_Rancor (1 0 0) (-30 -30 -24) (30 30 104) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Monster_Rancor( gentity_t *self)
{
self->NPC_type = "rancor";
SP_NPC_spawner( self );
}
//=============================================================================================
//DROIDS
//=============================================================================================
/*QUAKED NPC_Droid_Interrogator (1 0 0) (-12 -12 -24) (12 12 0) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Droid_Interrogator( gentity_t *self)
{
self->NPC_type = "interrogator";
SP_NPC_spawner( self );
NPC_Interrogator_Precache(self);
}
/*QUAKED NPC_Droid_Probe (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Imperial Probe Droid - the multilegged floating droid that Han and Chewie shot on the ice planet Hoth
*/
void SP_NPC_Droid_Probe( gentity_t *self)
{
self->NPC_type = "probe";
SP_NPC_spawner( self );
NPC_Probe_Precache();
}
/*QUAKED NPC_Droid_Mark1 (1 0 0) (-36 -36 -24) (36 36 80) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Big walking droid
*/
void SP_NPC_Droid_Mark1( gentity_t *self)
{
self->NPC_type = "mark1";
SP_NPC_spawner( self );
NPC_Mark1_Precache();
}
/*QUAKED NPC_Droid_Mark2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Small rolling droid with one gun.
*/
void SP_NPC_Droid_Mark2( gentity_t *self)
{
self->NPC_type = "mark2";
SP_NPC_spawner( self );
NPC_Mark2_Precache();
}
/*QUAKED NPC_Droid_ATST (1 0 0) (-40 -40 -24) (40 40 248) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
*/
void SP_NPC_Droid_ATST( gentity_t *self)
{
if ( (self->spawnflags&1) )
{
self->NPC_type = "atst_vehicle";
}
else
{
self->NPC_type = "atst";
}
SP_NPC_spawner( self );
NPC_ATST_Precache();
}
/*QUAKED NPC_Droid_Remote (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Remote Droid - the floating round droid used by Obi Wan to train Luke about the force while on the Millenium Falcon.
*/
void SP_NPC_Droid_Remote( gentity_t *self)
{
self->NPC_type = "remote";
SP_NPC_spawner( self );
NPC_Remote_Precache();
}
/*QUAKED NPC_Droid_Seeker (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Seeker Droid - floating round droids that shadow troopers spawn
*/
void SP_NPC_Droid_Seeker( gentity_t *self)
{
self->NPC_type = "seeker";
SP_NPC_spawner( self );
NPC_Seeker_Precache();
}
/*QUAKED NPC_Droid_Sentry (1 0 0) (-24 -24 -24) (24 24 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Sentry Droid - Large, armored floating Imperial droids with 3 forward-facing gun turrets
*/
void SP_NPC_Droid_Sentry( gentity_t *self)
{
self->NPC_type = "sentry";
SP_NPC_spawner( self );
NPC_Sentry_Precache();
}
/*QUAKED NPC_Droid_Gonk (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Gonk Droid - the droid that looks like a walking ice machine. Was in the Jawa land crawler, walking around talking to itself.
NOTARGET by default
*/
void SP_NPC_Droid_Gonk( gentity_t *self)
{
self->NPC_type = "gonk";
SP_NPC_spawner( self );
//precache the Gonk sounds
NPC_Gonk_Precache();
}
/*QUAKED NPC_Droid_Mouse (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
Mouse Droid - small, box shaped droid, first seen on the Death Star. Chewie yelled at it and it backed up and ran away.
NOTARGET by default
*/
void SP_NPC_Droid_Mouse( gentity_t *self)
{
self->NPC_type = "mouse";
SP_NPC_spawner( self );
//precache the Mouse sounds
NPC_Mouse_Precache();
}
/*QUAKED NPC_Droid_R2D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
R2D2 Droid - you probably know this one already.
NOTARGET by default
*/
void SP_NPC_Droid_R2D2( gentity_t *self)
{
if ( self->spawnflags&1 )
{//imperial skin
self->NPC_type = "r2d2_imp";
}
else
{
self->NPC_type = "r2d2";
}
SP_NPC_spawner( self );
NPC_R2D2_Precache();
}
/*QUAKED NPC_Droid_R5D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL ALWAYSDIE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
ALWAYSDIE - won't go into spinning zombie AI when at low health.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
R5D2 Droid - the droid originally chosen by Uncle Owen until it blew a bad motivator, and they took R2D2 instead.
NOTARGET by default
*/
void SP_NPC_Droid_R5D2( gentity_t *self)
{
if ( self->spawnflags&1 )
{//imperial skin
self->NPC_type = "r5d2_imp";
}
else
{
self->NPC_type = "r5d2";
}
SP_NPC_spawner( self );
NPC_R5D2_Precache();
}
/*QUAKED NPC_Droid_Protocol (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
NOTARGET by default
*/
void SP_NPC_Droid_Protocol( gentity_t *self)
{
if ( self->spawnflags&1 )
{//imperial skin
self->NPC_type = "protocol_imp";
}
else
{
self->NPC_type = "protocol";
}
SP_NPC_spawner( self );
NPC_Protocol_Precache();
}
//NPC console commands
/*
NPC_Spawn_f
*/
gentity_t *NPC_SpawnType( gentity_t *ent, char *npc_type, char *targetname, qboolean isVehicle )
{
gentity_t *NPCspawner = G_Spawn();
vec3_t forward, end;
trace_t trace;
if(!NPCspawner)
{
Com_Printf( S_COLOR_RED"NPC_Spawn Error: Out of entities!\n" );
return NULL;
}
NPCspawner->think = G_FreeEntity;
NPCspawner->nextthink = level.time + FRAMETIME;
if ( !npc_type )
{
return NULL;
}
if (!npc_type[0])
{
Com_Printf( S_COLOR_RED"Error, expected one of:\n"S_COLOR_WHITE" NPC spawn [NPC type (from ext_data/NPCs)]\n NPC spawn vehicle [VEH type (from ext_data/vehicles)]\n" );
return NULL;
}
if ( !ent || !ent->client )
{//screw you, go away
return NULL;
}
//rwwFIXMEFIXME: Care about who is issuing this command/other clients besides 0?
//Spawn it at spot of first player
//FIXME: will gib them!
AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL);
VectorNormalize(forward);
VectorMA(ent->r.currentOrigin, 64, forward, end);
trap_Trace(&trace, ent->r.currentOrigin, NULL, NULL, end, 0, MASK_SOLID);
VectorCopy(trace.endpos, end);
end[2] -= 24;
trap_Trace(&trace, trace.endpos, NULL, NULL, end, 0, MASK_SOLID);
VectorCopy(trace.endpos, end);
end[2] += 24;
G_SetOrigin(NPCspawner, end);
VectorCopy(NPCspawner->r.currentOrigin, NPCspawner->s.origin);
//set the yaw so that they face away from player
NPCspawner->s.angles[1] = ent->client->ps.viewangles[1];
trap_LinkEntity(NPCspawner);
NPCspawner->NPC_type = G_NewString( npc_type );
if ( targetname )
{
NPCspawner->NPC_targetname = G_NewString(targetname);
}
NPCspawner->count = 1;
NPCspawner->delay = 0;
//NPCspawner->spawnflags |= SFB_NOTSOLID;
//NPCspawner->playerTeam = TEAM_FREE;
//NPCspawner->behaviorSet[BSET_SPAWN] = "common/guard";
if ( isVehicle )
{
NPCspawner->classname = "NPC_Vehicle";
}
//call precache funcs for James' builds
if ( !Q_stricmp( "gonk", NPCspawner->NPC_type))
{
NPC_Gonk_Precache();
}
else if ( !Q_stricmp( "mouse", NPCspawner->NPC_type))
{
NPC_Mouse_Precache();
}
else if ( !Q_strncmp( "r2d2", NPCspawner->NPC_type, 4))
{
NPC_R2D2_Precache();
}
else if ( !Q_stricmp( "atst", NPCspawner->NPC_type))
{
NPC_ATST_Precache();
}
else if ( !Q_strncmp( "r5d2", NPCspawner->NPC_type, 4))
{
NPC_R5D2_Precache();
}
else if ( !Q_stricmp( "mark1", NPCspawner->NPC_type))
{
NPC_Mark1_Precache();
}
else if ( !Q_stricmp( "mark2", NPCspawner->NPC_type))
{
NPC_Mark2_Precache();
}
else if ( !Q_stricmp( "interrogator", NPCspawner->NPC_type))
{
NPC_Interrogator_Precache(NULL);
}
else if ( !Q_stricmp( "probe", NPCspawner->NPC_type))
{
NPC_Probe_Precache();
}
else if ( !Q_stricmp( "seeker", NPCspawner->NPC_type))
{
NPC_Seeker_Precache();
}
else if ( !Q_stricmp( "remote", NPCspawner->NPC_type))
{
NPC_Remote_Precache();
}
else if ( !Q_strncmp( "shadowtrooper", NPCspawner->NPC_type, 13 ) )
{
NPC_ShadowTrooper_Precache();
}
else if ( !Q_stricmp( "minemonster", NPCspawner->NPC_type ))
{
NPC_MineMonster_Precache();
}
else if ( !Q_stricmp( "howler", NPCspawner->NPC_type ))
{
NPC_Howler_Precache();
}
else if ( !Q_stricmp( "sentry", NPCspawner->NPC_type ))
{
NPC_Sentry_Precache();
}
else if ( !Q_stricmp( "protocol", NPCspawner->NPC_type ))
{
NPC_Protocol_Precache();
}
else if ( !Q_stricmp( "galak_mech", NPCspawner->NPC_type ))
{
NPC_GalakMech_Precache();
}
else if ( !Q_stricmp( "wampa", NPCspawner->NPC_type ))
{
NPC_Wampa_Precache();
}
return (NPC_Spawn_Do( NPCspawner ));
}
void NPC_Spawn_f( gentity_t *ent )
{
char npc_type[1024];
char targetname[1024];
qboolean isVehicle = qfalse;
trap_Argv(2, npc_type, 1024);
if ( Q_stricmp( "vehicle", npc_type ) == 0 )
{
isVehicle = qtrue;
trap_Argv(3, npc_type, 1024);
trap_Argv(4, targetname, 1024);
}
else
{
trap_Argv(3, targetname, 1024);
}
NPC_SpawnType( ent, npc_type, targetname, isVehicle );
}
/*
NPC_Kill_f
*/
extern stringID_table_t TeamTable[];
void NPC_Kill_f( void )
{
int n;
gentity_t *player;
char name[1024];
team_t killTeam = TEAM_FREE;
qboolean killNonSF = qfalse;
trap_Argv(2, name, 1024);
if ( !name[0] )
{
Com_Printf( S_COLOR_RED"Error, Expected:\n");
Com_Printf( S_COLOR_RED"NPC kill '[NPC targetname]' - kills NPCs with certain targetname\n" );
Com_Printf( S_COLOR_RED"or\n" );
Com_Printf( S_COLOR_RED"NPC kill 'all' - kills all NPCs\n" );
Com_Printf( S_COLOR_RED"or\n" );
Com_Printf( S_COLOR_RED"NPC team '[teamname]' - kills all NPCs of a certain team ('nonally' is all but your allies)\n" );
return;
}
if ( Q_stricmp( "team", name ) == 0 )
{
trap_Argv(3, name, 1024);
if ( !name[0] )
{
Com_Printf( S_COLOR_RED"NPC_Kill Error: 'npc kill team' requires a team name!\n" );
Com_Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
Com_Printf( S_COLOR_RED"%s\n", TeamNames[n] );
}
Com_Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
return;
}
if ( Q_stricmp( "nonally", name ) == 0 )
{
killNonSF = qtrue;
}
else
{
killTeam = (team_t)GetIDForString( TeamTable, name );
if ( killTeam == TEAM_FREE )
{
Com_Printf( S_COLOR_RED"NPC_Kill Error: team '%s' not recognized\n", name );
Com_Printf( S_COLOR_RED"Valid team names are:\n");
for ( n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ )
{
Com_Printf( S_COLOR_RED"%s\n", TeamNames[n] );
}
Com_Printf( S_COLOR_RED"nonally - kills all but your teammates\n" );
return;
}
}
}
for ( n = 1; n < ENTITYNUM_MAX_NORMAL; n++)
{
player = &g_entities[n];
if (!player->inuse) {
continue;
}
if ( killNonSF )
{
if ( player )
{
if ( player->client )
{
if ( player->client->playerTeam != NPCTEAM_PLAYER )
{
Com_Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->health = 0;
if (player->die && player->client)
{
player->die(player, player, player, player->client->pers.maxHealth, MOD_UNKNOWN);
}
}
}
else if ( player->NPC_type && player->classname && player->classname[0] && Q_stricmp( "NPC_starfleet", player->classname ) != 0 )
{//A spawner, remove it
Com_Printf( S_COLOR_GREEN"Removing NPC spawner %s with NPC named %s\n", player->NPC_type, player->NPC_targetname );
G_FreeEntity( player );
//FIXME: G_UseTargets2(player, player, player->NPC_target & player->target);?
}
}
}
else if ( player && player->NPC && player->client )
{
if ( killTeam != TEAM_FREE )
{
if ( player->client->playerTeam == killTeam )
{
Com_Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->health = 0;
if (player->die)
{
player->die(player, player, player, player->client->pers.maxHealth, MOD_UNKNOWN);
}
}
}
else if( (player->targetname && Q_stricmp( name, player->targetname ) == 0)
|| Q_stricmp( name, "all" ) == 0 )
{
Com_Printf( S_COLOR_GREEN"Killing NPC %s named %s\n", player->NPC_type, player->targetname );
player->health = 0;
player->client->ps.stats[STAT_HEALTH] = 0;
if (player->die)
{
player->die(player, player, player, 100, MOD_UNKNOWN);
}
}
}
/*
else if ( player && (player->r.svFlags&SVF_NPC_PRECACHE) )
{//a spawner
Com_Printf( S_COLOR_GREEN"Removing NPC spawner %s named %s\n", player->NPC_type, player->targetname );
G_FreeEntity( player );
}
*/
//rwwFIXMEFIXME: should really do something here.
}
}
void NPC_PrintScore( gentity_t *ent )
{
Com_Printf( "%s: %d\n", ent->targetname, ent->client->ps.persistant[PERS_SCORE] );
}
/*
Svcmd_NPC_f
parse and dispatch bot commands
*/
qboolean showBBoxes = qfalse;
void Cmd_NPC_f( gentity_t *ent )
{
char cmd[1024];
trap_Argv( 1, cmd, 1024 );
if ( !cmd[0] )
{
Com_Printf( "Valid NPC commands are:\n" );
Com_Printf( " spawn [NPC type (from NCPCs.cfg)]\n" );
Com_Printf( " kill [NPC targetname] or [all(kills all NPCs)] or 'team [teamname]'\n" );
Com_Printf( " showbounds (draws exact bounding boxes of NPCs)\n" );
Com_Printf( " score [NPC targetname] (prints number of kills per NPC)\n" );
}
else if ( Q_stricmp( cmd, "spawn" ) == 0 )
{
NPC_Spawn_f( ent );
}
else if ( Q_stricmp( cmd, "kill" ) == 0 )
{
NPC_Kill_f();
}
else if ( Q_stricmp( cmd, "showbounds" ) == 0 )
{//Toggle on and off
showBBoxes = showBBoxes ? qfalse : qtrue;
}
else if ( Q_stricmp ( cmd, "score" ) == 0 )
{
char cmd2[1024];
gentity_t *ent = NULL;
trap_Argv(2, cmd2, 1024);
if ( !cmd2[0] )
{//Show the score for all NPCs
int i;
Com_Printf( "SCORE LIST:\n" );
for ( i = 0; i < ENTITYNUM_WORLD; i++ )
{
ent = &g_entities[i];
if ( !ent || !ent->client )
{
continue;
}
NPC_PrintScore( ent );
}
}
else
{
if ( (ent = G_Find( NULL, FOFS(targetname), cmd2 )) != NULL && ent->client )
{
NPC_PrintScore( ent );
}
else
{
Com_Printf( "ERROR: NPC score - no such NPC %s\n", cmd2 );
}
}
}
}