jedi-academy/codemp/game/NPC_stats.c

3303 lines
70 KiB
C

//NPC_stats.cpp
#include "b_local.h"
#include "b_public.h"
#include "anims.h"
#include "../ghoul2/G2.h"
extern qboolean NPCsPrecached;
#include "../namespace_begin.h"
extern qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber );
extern void WP_RemoveSaber( saberInfo_t *sabers, int saberNum );
#include "../namespace_end.h"
stringID_table_t TeamTable[] =
{
ENUM2STRING(NPCTEAM_FREE), // caution, some code checks a team_t via "if (!team_t_varname)" so I guess this should stay as entry 0, great or what? -slc
ENUM2STRING(NPCTEAM_PLAYER),
ENUM2STRING(NPCTEAM_ENEMY),
ENUM2STRING(NPCTEAM_NEUTRAL), // most droids are team_neutral, there are some exceptions like Probe,Seeker,Interrogator
"", -1
};
// this list was made using the model directories, this MUST be in the same order as the CLASS_ enum in teams.h
stringID_table_t ClassTable[] =
{
ENUM2STRING(CLASS_NONE), // hopefully this will never be used by an npc), just covering all bases
ENUM2STRING(CLASS_ATST), // technically droid...
ENUM2STRING(CLASS_BARTENDER),
ENUM2STRING(CLASS_BESPIN_COP),
ENUM2STRING(CLASS_CLAW),
ENUM2STRING(CLASS_COMMANDO),
ENUM2STRING(CLASS_DESANN),
ENUM2STRING(CLASS_FISH),
ENUM2STRING(CLASS_FLIER2),
ENUM2STRING(CLASS_GALAK),
ENUM2STRING(CLASS_GLIDER),
ENUM2STRING(CLASS_GONK), // droid
ENUM2STRING(CLASS_GRAN),
ENUM2STRING(CLASS_HOWLER),
// ENUM2STRING(CLASS_RANCOR),
ENUM2STRING(CLASS_IMPERIAL),
ENUM2STRING(CLASS_IMPWORKER),
ENUM2STRING(CLASS_INTERROGATOR), // droid
ENUM2STRING(CLASS_JAN),
ENUM2STRING(CLASS_JEDI),
ENUM2STRING(CLASS_KYLE),
ENUM2STRING(CLASS_LANDO),
ENUM2STRING(CLASS_LIZARD),
ENUM2STRING(CLASS_LUKE),
ENUM2STRING(CLASS_MARK1), // droid
ENUM2STRING(CLASS_MARK2), // droid
ENUM2STRING(CLASS_GALAKMECH), // droid
ENUM2STRING(CLASS_MINEMONSTER),
ENUM2STRING(CLASS_MONMOTHA),
ENUM2STRING(CLASS_MORGANKATARN),
ENUM2STRING(CLASS_MOUSE), // droid
ENUM2STRING(CLASS_MURJJ),
ENUM2STRING(CLASS_PRISONER),
ENUM2STRING(CLASS_PROBE), // droid
ENUM2STRING(CLASS_PROTOCOL), // droid
ENUM2STRING(CLASS_R2D2), // droid
ENUM2STRING(CLASS_R5D2), // droid
ENUM2STRING(CLASS_REBEL),
ENUM2STRING(CLASS_REBORN),
ENUM2STRING(CLASS_REELO),
ENUM2STRING(CLASS_REMOTE),
ENUM2STRING(CLASS_RODIAN),
ENUM2STRING(CLASS_SEEKER), // droid
ENUM2STRING(CLASS_SENTRY),
ENUM2STRING(CLASS_SHADOWTROOPER),
ENUM2STRING(CLASS_STORMTROOPER),
ENUM2STRING(CLASS_SWAMP),
ENUM2STRING(CLASS_SWAMPTROOPER),
ENUM2STRING(CLASS_TAVION),
ENUM2STRING(CLASS_TRANDOSHAN),
ENUM2STRING(CLASS_UGNAUGHT),
ENUM2STRING(CLASS_JAWA),
ENUM2STRING(CLASS_WEEQUAY),
ENUM2STRING(CLASS_BOBAFETT),
//ENUM2STRING(CLASS_ROCKETTROOPER),
//ENUM2STRING(CLASS_PLAYER),
ENUM2STRING(CLASS_VEHICLE),
ENUM2STRING(CLASS_RANCOR),
ENUM2STRING(CLASS_WAMPA),
"", -1
};
stringID_table_t BSTable[] =
{
ENUM2STRING(BS_DEFAULT),//# default behavior for that NPC
ENUM2STRING(BS_ADVANCE_FIGHT),//# Advance to captureGoal and shoot enemies if you can
ENUM2STRING(BS_SLEEP),//# Play awake script when startled by sound
ENUM2STRING(BS_FOLLOW_LEADER),//# Follow your leader and shoot any enemies you come across
ENUM2STRING(BS_JUMP),//# Face navgoal and jump to it.
ENUM2STRING(BS_SEARCH),//# Using current waypoint as a base), search the immediate branches of waypoints for enemies
ENUM2STRING(BS_WANDER),//# Wander down random waypoint paths
ENUM2STRING(BS_NOCLIP),//# Moves through walls), etc.
ENUM2STRING(BS_REMOVE),//# Waits for player to leave PVS then removes itself
ENUM2STRING(BS_CINEMATIC),//# Does nothing but face it's angles and move to a goal if it has one
//the rest are internal only
"", -1,
};
#define stringIDExpand(str, strEnum) str, strEnum, ENUM2STRING(strEnum)
stringID_table_t BSETTable[] =
{
ENUM2STRING(BSET_SPAWN),//# script to use when first spawned
ENUM2STRING(BSET_USE),//# script to use when used
ENUM2STRING(BSET_AWAKE),//# script to use when awoken/startled
ENUM2STRING(BSET_ANGER),//# script to use when aquire an enemy
ENUM2STRING(BSET_ATTACK),//# script to run when you attack
ENUM2STRING(BSET_VICTORY),//# script to run when you kill someone
ENUM2STRING(BSET_LOSTENEMY),//# script to run when you can't find your enemy
ENUM2STRING(BSET_PAIN),//# script to use when take pain
ENUM2STRING(BSET_FLEE),//# script to use when take pain below 50% of health
ENUM2STRING(BSET_DEATH),//# script to use when killed
ENUM2STRING(BSET_DELAYED),//# script to run when self->delayScriptTime is reached
ENUM2STRING(BSET_BLOCKED),//# script to run when blocked by a friendly NPC or player
ENUM2STRING(BSET_BUMPED),//# script to run when bumped into a friendly NPC or player (can set bumpRadius)
ENUM2STRING(BSET_STUCK),//# script to run when blocked by a wall
ENUM2STRING(BSET_FFIRE),//# script to run when player shoots their own teammates
ENUM2STRING(BSET_FFDEATH),//# script to run when player kills a teammate
stringIDExpand("", BSET_INVALID),
"", -1,
};
#include "../namespace_begin.h"
extern stringID_table_t WPTable[];
extern stringID_table_t FPTable[];
#include "../namespace_end.h"
char *TeamNames[TEAM_NUM_TEAMS] =
{
"",
// "starfleet",
// "borg",
// "parasite",
// "scavengers",
// "klingon",
// "malon",
// "hirogen",
// "imperial",
// "stasis",
// "species8472",
// "dreadnought",
// "forge",
// "disguise",
// "player (not valid)"
"player",
"enemy",
"neutral"
};
// this list was made using the model directories, this MUST be in the same order as the CLASS_ enum in teams.h
char *ClassNames[CLASS_NUM_CLASSES] =
{
"", // class none
"atst",
"bartender",
"bespin_cop",
"claw",
"commando",
"desann",
"fish",
"flier2",
"galak",
"glider",
"gonk",
"gran",
"howler",
"imperial",
"impworker",
"interrogator",
"jan",
"jedi",
"kyle",
"lando",
"lizard",
"luke",
"mark1",
"mark2",
"galak_mech",
"minemonster",
"monmotha",
"morgankatarn",
"mouse",
"murjj",
"prisoner",
"probe",
"protocol",
"r2d2",
"r5d2",
"rebel",
"reborn",
"reelo",
"remote",
"rodian",
"seeker",
"sentry",
"shadowtrooper",
"stormtrooper",
"swamp",
"swamptrooper",
"tavion",
"trandoshan",
"ugnaught",
"weequay",
"bobafett",
"vehicle",
"rancor",
"wampa",
};
/*
NPC_ReactionTime
*/
//FIXME use grandom in here
int NPC_ReactionTime ( void )
{
return 200 * ( 6 - NPCInfo->stats.reactions );
}
//
// parse support routines
//
#include "../namespace_begin.h"
extern qboolean BG_ParseLiteral( const char **data, const char *string );
#include "../namespace_end.h"
//
// NPC parameters file : scripts/NPCs.cfg
//
#define MAX_NPC_DATA_SIZE 0x20000
char NPCParms[MAX_NPC_DATA_SIZE];
char NPCFile[MAX_QPATH];
/*
team_t TranslateTeamName( const char *name )
{
int n;
for ( n = (NPCTEAM_FREE + 1); n < NPCTEAM_NUM_TEAMS; n++ )
{
if ( Q_stricmp( TeamNames[n], name ) == 0 )
{
return ((team_t) n);
}
}
return NPCTEAM_FREE;
}
class_t TranslateClassName( const char *name )
{
int n;
for ( n = (CLASS_NONE + 1); n < CLASS_NUM_CLASSES; n++ )
{
if ( Q_stricmp( ClassNames[n], name ) == 0 )
{
return ((class_t) n);
}
}
return CLASS_NONE; // I hope this never happens, maybe print a warning
}
*/
/*
static race_t TranslateRaceName( const char *name )
{
if ( !Q_stricmp( name, "human" ) )
{
return RACE_HUMAN;
}
return RACE_NONE;
}
*/
/*
static rank_t TranslateRankName( const char *name )
Should be used to determine pip bolt-ons
*/
static rank_t TranslateRankName( const char *name )
{
if ( !Q_stricmp( name, "civilian" ) )
{
return RANK_CIVILIAN;
}
if ( !Q_stricmp( name, "crewman" ) )
{
return RANK_CREWMAN;
}
if ( !Q_stricmp( name, "ensign" ) )
{
return RANK_ENSIGN;
}
if ( !Q_stricmp( name, "ltjg" ) )
{
return RANK_LT_JG;
}
if ( !Q_stricmp( name, "lt" ) )
{
return RANK_LT;
}
if ( !Q_stricmp( name, "ltcomm" ) )
{
return RANK_LT_COMM;
}
if ( !Q_stricmp( name, "commander" ) )
{
return RANK_COMMANDER;
}
if ( !Q_stricmp( name, "captain" ) )
{
return RANK_CAPTAIN;
}
return RANK_CIVILIAN;
}
#include "../namespace_begin.h"
extern saber_colors_t TranslateSaberColor( const char *name );
#include "../namespace_end.h"
/* static int MethodNameToNumber( const char *name ) {
if ( !Q_stricmp( name, "EXPONENTIAL" ) ) {
return METHOD_EXPONENTIAL;
}
if ( !Q_stricmp( name, "LINEAR" ) ) {
return METHOD_LINEAR;
}
if ( !Q_stricmp( name, "LOGRITHMIC" ) ) {
return METHOD_LOGRITHMIC;
}
if ( !Q_stricmp( name, "ALWAYS" ) ) {
return METHOD_ALWAYS;
}
if ( !Q_stricmp( name, "NEVER" ) ) {
return METHOD_NEVER;
}
return -1;
}
static int ItemNameToNumber( const char *name, int itemType ) {
// int n;
for ( n = 0; n < bg_numItems; n++ ) {
if ( bg_itemlist[n].type != itemType ) {
continue;
}
if ( Q_stricmp( bg_itemlist[n].classname, name ) == 0 ) {
return bg_itemlist[n].tag;
}
}
return -1;
}
*/
//rwwFIXMEFIXME: movetypes
/*
static int MoveTypeNameToEnum( const char *name )
{
if(!Q_stricmp("runjump", name))
{
return MT_RUNJUMP;
}
else if(!Q_stricmp("walk", name))
{
return MT_WALK;
}
else if(!Q_stricmp("flyswim", name))
{
return MT_FLYSWIM;
}
else if(!Q_stricmp("static", name))
{
return MT_STATIC;
}
return MT_STATIC;
}
*/
//#define CONVENIENT_ANIMATION_FILE_DEBUG_THING
#ifdef CONVENIENT_ANIMATION_FILE_DEBUG_THING
void SpewDebugStuffToFile(animation_t *anims)
{
char BGPAFtext[40000];
fileHandle_t f;
int i = 0;
trap_FS_FOpenFile("file_of_debug_stuff_SP.txt", &f, FS_WRITE);
if (!f)
{
return;
}
BGPAFtext[0] = 0;
while (i < MAX_ANIMATIONS)
{
strcat(BGPAFtext, va("%i %i\n", i, anims[i].frameLerp));
i++;
}
trap_FS_Write(BGPAFtext, strlen(BGPAFtext), f);
trap_FS_FCloseFile(f);
}
#endif
qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex )
{
*animFileIndex = BG_ParseAnimationFile(filename, NULL, qfalse);
//if it's humanoid we should have it cached and return it, if it is not it will be loaded (unless it's also cached already)
if (*animFileIndex == -1)
{
return qfalse;
}
//I guess this isn't really even needed game-side.
//BG_ParseAnimationSndFile(filename, *animFileIndex);
return qtrue;
}
void NPC_PrecacheAnimationCFG( const char *NPC_type )
{
#if 0 //rwwFIXMEFIXME: Actually precache stuff here.
char filename[MAX_QPATH];
const char *token;
const char *value;
const char *p;
int junk;
if ( !Q_stricmp( "random", NPC_type ) )
{//sorry, can't precache a random just yet
return;
}
p = NPCParms;
COM_BeginParseSession(NPCFile);
// look for the right NPC
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
return;
if ( !Q_stricmp( token, NPC_type ) )
{
break;
}
SkipBracedSection( &p );
}
if ( !p )
{
return;
}
if ( BG_ParseLiteral( &p, "{" ) )
{
return;
}
// parse the NPC info block
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if ( !token[0] )
{
Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPC_type );
return;
}
if ( !Q_stricmp( token, "}" ) )
{
break;
}
// legsmodel
if ( !Q_stricmp( token, "legsmodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
//must copy data out of this pointer into a different part of memory because the funcs we're about to call will call COM_ParseExt
Q_strncpyz( filename, value, sizeof( filename ) );
G_ParseAnimFileSet( filename, filename, &junk );
return;
}
// playerModel
if ( !Q_stricmp( token, "playerModel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
/*
char animName[MAX_QPATH];
char *GLAName;
char *slash = NULL;
char *strippedName;
int handle = gi.G2API_PrecacheGhoul2Model( va( "models/players/%s/model.glm", value ) );
if ( handle > 0 )//FIXME: isn't 0 a valid handle?
{
GLAName = gi.G2API_GetAnimFileNameIndex( handle );
if ( GLAName )
{
Q_strncpyz( animName, GLAName, sizeof( animName ), qtrue );
slash = strrchr( animName, '/' );
if ( slash )
{
*slash = 0;
}
strippedName = COM_SkipPath( animName );
//must copy data out of this pointer into a different part of memory because the funcs we're about to call will call COM_ParseExt
Q_strncpyz( filename, value, sizeof( filename ), qtrue );
G_ParseAnimFileSet( value, strippedName, &junk );//qfalse );
//FIXME: still not precaching the animsounds.cfg?
return;
}
}
*/
//rwwFIXMEFIXME: Do this properly.
}
}
#endif
}
extern int NPC_WeaponsForTeam( team_t team, int spawnflags, const char *NPC_type );
void NPC_PrecacheWeapons( team_t playerTeam, int spawnflags, char *NPCtype )
{
int weapons = NPC_WeaponsForTeam( playerTeam, spawnflags, NPCtype );
int curWeap;
for ( curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
{
if (weapons & (1 << curWeap))
{
RegisterItem(BG_FindItemForWeapon((weapon_t)curWeap));
}
}
#if 0 //rwwFIXMEFIXME: actually precache weapons here
int weapons = NPC_WeaponsForTeam( playerTeam, spawnflags, NPCtype );
gitem_t *item;
for ( int curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
{
if ( (weapons & ( 1 << curWeap )) )
{
item = FindItemForWeapon( ((weapon_t)(curWeap)) ); //precache the weapon
CG_RegisterItemSounds( (item-bg_itemlist) );
CG_RegisterItemVisuals( (item-bg_itemlist) );
//precache the in-hand/in-world ghoul2 weapon model
char weaponModel[64];
strcpy (weaponModel, weaponData[curWeap].weaponMdl);
if (char *spot = strstr(weaponModel, ".md3") ) {
*spot = 0;
spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
if (!spot) {
strcat (weaponModel, "_w");
}
strcat (weaponModel, ".glm"); //and change to ghoul2
}
gi.G2API_PrecacheGhoul2Model( weaponModel ); // correct way is item->world_model
}
}
#endif
}
/*
void NPC_Precache ( char *NPCName )
Precaches NPC skins, tgas and md3s.
*/
void NPC_Precache ( gentity_t *spawner )
{
npcteam_t playerTeam = NPCTEAM_FREE;
const char *token;
const char *value;
const char *p;
char *patch;
char sound[MAX_QPATH];
qboolean md3Model = qfalse;
char playerModel[MAX_QPATH];
char customSkin[MAX_QPATH];
if ( !Q_stricmp( "random", spawner->NPC_type ) )
{//sorry, can't precache a random just yet
return;
}
strcpy(customSkin,"default");
p = NPCParms;
COM_BeginParseSession(NPCFile);
// look for the right NPC
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
return;
if ( !Q_stricmp( token, spawner->NPC_type ) )
{
break;
}
SkipBracedSection( &p );
}
if ( !p )
{
return;
}
if ( BG_ParseLiteral( &p, "{" ) )
{
return;
}
// parse the NPC info block
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if ( !token[0] )
{
Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", spawner->NPC_type );
return;
}
if ( !Q_stricmp( token, "}" ) )
{
break;
}
// headmodel
if ( !Q_stricmp( token, "headmodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if(!Q_stricmp("none", value))
{
}
else
{
//Q_strncpyz( ri.headModelName, value, sizeof(ri.headModelName), qtrue);
}
md3Model = qtrue;
continue;
}
// torsomodel
if ( !Q_stricmp( token, "torsomodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if(!Q_stricmp("none", value))
{
}
else
{
//Q_strncpyz( ri.torsoModelName, value, sizeof(ri.torsoModelName), qtrue);
}
md3Model = qtrue;
continue;
}
// legsmodel
if ( !Q_stricmp( token, "legsmodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
//Q_strncpyz( ri.legsModelName, value, sizeof(ri.legsModelName), qtrue);
md3Model = qtrue;
continue;
}
// playerModel
if ( !Q_stricmp( token, "playerModel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
Q_strncpyz( playerModel, value, sizeof(playerModel));
md3Model = qfalse;
continue;
}
// customSkin
if ( !Q_stricmp( token, "customSkin" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
Q_strncpyz( customSkin, value, sizeof(customSkin));
continue;
}
// playerTeam
if ( !Q_stricmp( token, "playerTeam" ) )
{
char tk[4096]; //rww - hackilicious!
if ( COM_ParseString( &p, &value ) )
{
continue;
}
//playerTeam = TranslateTeamName(value);
Com_sprintf(tk, sizeof(tk), "NPC%s", token);
playerTeam = (team_t)GetIDForString( TeamTable, tk );
continue;
}
// snd
if ( !Q_stricmp( token, "snd" ) ) {
if ( COM_ParseString( &p, &value ) ) {
continue;
}
if ( !(spawner->r.svFlags&SVF_NO_BASIC_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
spawner->s.csSounds_Std = G_SoundIndex( va("*$%s", sound) );
}
continue;
}
// sndcombat
if ( !Q_stricmp( token, "sndcombat" ) ) {
if ( COM_ParseString( &p, &value ) ) {
continue;
}
if ( !(spawner->r.svFlags&SVF_NO_COMBAT_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
spawner->s.csSounds_Combat = G_SoundIndex( va("*$%s", sound) );
}
continue;
}
// sndextra
if ( !Q_stricmp( token, "sndextra" ) ) {
if ( COM_ParseString( &p, &value ) ) {
continue;
}
if ( !(spawner->r.svFlags&SVF_NO_EXTRA_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
spawner->s.csSounds_Extra = G_SoundIndex( va("*$%s", sound) );
}
continue;
}
// sndjedi
if ( !Q_stricmp( token, "sndjedi" ) ) {
if ( COM_ParseString( &p, &value ) ) {
continue;
}
if ( !(spawner->r.svFlags&SVF_NO_EXTRA_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
spawner->s.csSounds_Jedi = G_SoundIndex( va("*$%s", sound) );
}
continue;
}
if (!Q_stricmp(token, "weapon"))
{
int curWeap;
if (COM_ParseString(&p, &value))
{
continue;
}
curWeap = GetIDForString( WPTable, value );
if (curWeap > WP_NONE && curWeap < WP_NUM_WEAPONS)
{
RegisterItem(BG_FindItemForWeapon((weapon_t)curWeap));
}
continue;
}
}
// If we're not a vehicle, then an error here would be valid...
if ( !spawner->client || spawner->client->NPC_class != CLASS_VEHICLE )
{
if ( md3Model )
{
Com_Printf("MD3 model using NPCs are not supported in MP\n");
}
else
{ //if we have a model/skin then index them so they'll be registered immediately
//when the client gets a configstring update.
char modelName[MAX_QPATH];
Com_sprintf(modelName, sizeof(modelName), "models/players/%s/model.glm", playerModel);
if (customSkin[0])
{ //append it after a *
strcat( modelName, va("*%s", customSkin) );
}
G_ModelIndex(modelName);
}
}
//precache this NPC's possible weapons
NPC_PrecacheWeapons( playerTeam, spawner->spawnflags, spawner->NPC_type );
// CG_RegisterNPCCustomSounds( &ci );
// CG_RegisterNPCEffects( playerTeam );
//rwwFIXMEFIXME: same
//FIXME: Look for a "sounds" directory and precache death, pain, alert sounds
}
#if 0
void NPC_BuildRandom( gentity_t *NPC )
{
int sex, color, head;
sex = Q_irand(0, 2);
color = Q_irand(0, 2);
switch( sex )
{
case 0://female
head = Q_irand(0, 2);
switch( head )
{
default:
case 0:
Q_strncpyz( NPC->client->renderInfo.headModelName, "garren", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
case 1:
Q_strncpyz( NPC->client->renderInfo.headModelName, "garren/salma", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
case 2:
Q_strncpyz( NPC->client->renderInfo.headModelName, "garren/mackey", sizeof(NPC->client->renderInfo.headModelName), qtrue );
color = Q_irand(3, 5);//torso needs to be afam
break;
}
switch( color )
{
default:
case 0:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/gold", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 1:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 2:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/blue", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 3:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/aframG", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 4:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/aframR", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 5:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewfemale/aframB", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
}
Q_strncpyz( NPC->client->renderInfo.legsModelName, "crewfemale", sizeof(NPC->client->renderInfo.legsModelName), qtrue );
break;
default:
case 1://male
case 2://male
head = Q_irand(0, 4);
switch( head )
{
default:
case 0:
Q_strncpyz( NPC->client->renderInfo.headModelName, "chakotay/nelson", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
case 1:
Q_strncpyz( NPC->client->renderInfo.headModelName, "paris/chase", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
case 2:
Q_strncpyz( NPC->client->renderInfo.headModelName, "doctor/pasty", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
case 3:
Q_strncpyz( NPC->client->renderInfo.headModelName, "kim/durk", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
case 4:
Q_strncpyz( NPC->client->renderInfo.headModelName, "paris/kray", sizeof(NPC->client->renderInfo.headModelName), qtrue );
break;
}
switch( color )
{
default:
case 0:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewthin/red", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 1:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewthin", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
case 2:
Q_strncpyz( NPC->client->renderInfo.torsoModelName, "crewthin/blue", sizeof(NPC->client->renderInfo.torsoModelName), qtrue );
break;
//NOTE: 3 - 5 should be red, gold & blue, afram hands
}
Q_strncpyz( NPC->client->renderInfo.legsModelName, "crewthin", sizeof(NPC->client->renderInfo.legsModelName), qtrue );
break;
}
NPC->s.modelScale[0] = NPC->s.modelScale[1] = NPC->s.modelScale[2] = Q_irand(87, 102)/100.0f;
// NPC->client->race = RACE_HUMAN;
NPC->NPC->rank = RANK_CREWMAN;
NPC->client->playerTeam = NPC->s.teamowner = TEAM_PLAYER;
NPC->client->clientInfo.customBasicSoundDir = "kyle";//FIXME: generic default?
}
#endif
extern void SetupGameGhoul2Model(gentity_t *ent, char *modelname, char *skinName);
qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC )
{
const char *token;
const char *value;
const char *p;
int n;
float f;
char *patch;
char sound[MAX_QPATH];
char playerModel[MAX_QPATH];
char customSkin[MAX_QPATH];
renderInfo_t *ri = &NPC->client->renderInfo;
gNPCstats_t *stats = NULL;
qboolean md3Model = qtrue;
char surfOff[1024];
char surfOn[1024];
qboolean parsingPlayer = qfalse;
vec3_t playerMins;
vec3_t playerMaxs;
int npcSaber1 = 0;
int npcSaber2 = 0;
VectorSet(playerMins, -15, -15, DEFAULT_MINS_2);
VectorSet(playerMaxs, 15, 15, DEFAULT_MAXS_2);
strcpy(customSkin,"default");
if ( !NPCName || !NPCName[0])
{
NPCName = "Player";
}
if ( !NPC->s.number && NPC->client != NULL )
{//player, only want certain data
parsingPlayer = qtrue;
}
if ( NPC->NPC )
{
stats = &NPC->NPC->stats;
/*
NPC->NPC->allWeaponOrder[0] = WP_BRYAR_PISTOL;
NPC->NPC->allWeaponOrder[1] = WP_SABER;
NPC->NPC->allWeaponOrder[2] = WP_IMOD;
NPC->NPC->allWeaponOrder[3] = WP_SCAVENGER_RIFLE;
NPC->NPC->allWeaponOrder[4] = WP_TRICORDER;
NPC->NPC->allWeaponOrder[6] = WP_NONE;
NPC->NPC->allWeaponOrder[6] = WP_NONE;
NPC->NPC->allWeaponOrder[7] = WP_NONE;
*/
// fill in defaults
stats->aggression = 3;
stats->aim = 3;
stats->earshot = 1024;
stats->evasion = 3;
stats->hfov = 90;
stats->intelligence = 3;
stats->move = 3;
stats->reactions = 3;
stats->vfov = 60;
stats->vigilance = 0.1f;
stats->visrange = 1024;
stats->health = 0;
stats->yawSpeed = 90;
stats->walkSpeed = 90;
stats->runSpeed = 300;
stats->acceleration = 15;//Increase/descrease speed this much per frame (20fps)
}
else
{
stats = NULL;
}
//Set defaults
//FIXME: should probably put default torso and head models, but what about enemies
//that don't have any- like Stasis?
//Q_strncpyz( ri->headModelName, DEFAULT_HEADMODEL, sizeof(ri->headModelName), qtrue);
//Q_strncpyz( ri->torsoModelName, DEFAULT_TORSOMODEL, sizeof(ri->torsoModelName), qtrue);
//Q_strncpyz( ri->legsModelName, DEFAULT_LEGSMODEL, sizeof(ri->legsModelName), qtrue);
//FIXME: should we have one for weapon too?
memset( (char *)surfOff, 0, sizeof(surfOff) );
memset( (char *)surfOn, 0, sizeof(surfOn) );
/*
ri->headYawRangeLeft = 50;
ri->headYawRangeRight = 50;
ri->headPitchRangeUp = 40;
ri->headPitchRangeDown = 50;
ri->torsoYawRangeLeft = 60;
ri->torsoYawRangeRight = 60;
ri->torsoPitchRangeUp = 30;
ri->torsoPitchRangeDown = 70;
*/
ri->headYawRangeLeft = 80;
ri->headYawRangeRight = 80;
ri->headPitchRangeUp = 45;
ri->headPitchRangeDown = 45;
ri->torsoYawRangeLeft = 60;
ri->torsoYawRangeRight = 60;
ri->torsoPitchRangeUp = 30;
ri->torsoPitchRangeDown = 50;
VectorCopy(playerMins, NPC->r.mins);
VectorCopy(playerMaxs, NPC->r.maxs);
NPC->client->ps.crouchheight = CROUCH_MAXS_2;
NPC->client->ps.standheight = DEFAULT_MAXS_2;
//rwwFIXMEFIXME: ...
/*
NPC->client->moveType = MT_RUNJUMP;
NPC->client->dismemberProbHead = 100;
NPC->client->dismemberProbArms = 100;
NPC->client->dismemberProbHands = 100;
NPC->client->dismemberProbWaist = 100;
NPC->client->dismemberProbLegs = 100;
NPC->s.modelScale[0] = NPC->s.modelScale[1] = NPC->s.modelScale[2] = 1.0f;
*/
NPC->client->ps.customRGBA[0]=255;
NPC->client->ps.customRGBA[1]=255;
NPC->client->ps.customRGBA[2]=255;
NPC->client->ps.customRGBA[3]=255;
if ( !Q_stricmp( "random", NPCName ) )
{//Randomly assemble a starfleet guy
//NPC_BuildRandom( NPC );
Com_Printf("RANDOM NPC NOT SUPPORTED IN MP\n");
return qfalse;
}
else
{
int fp;
p = NPCParms;
COM_BeginParseSession(NPCFile);
// look for the right NPC
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{
return qfalse;
}
if ( !Q_stricmp( token, NPCName ) )
{
break;
}
SkipBracedSection( &p );
}
if ( !p )
{
return qfalse;
}
if ( BG_ParseLiteral( &p, "{" ) )
{
return qfalse;
}
// parse the NPC info block
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if ( !token[0] )
{
Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPCName );
return qfalse;
}
if ( !Q_stricmp( token, "}" ) )
{
break;
}
//===MODEL PROPERTIES===========================================================
// custom color
if ( !Q_stricmp( token, "customRGBA" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( !Q_stricmp( value, "random") )
{
NPC->client->ps.customRGBA[0]=Q_irand(0,255);
NPC->client->ps.customRGBA[1]=Q_irand(0,255);
NPC->client->ps.customRGBA[2]=Q_irand(0,255);
NPC->client->ps.customRGBA[3]=255;
}
else
{
NPC->client->ps.customRGBA[0]=atoi(value);
if ( COM_ParseInt( &p, &n ) )
{
continue;
}
NPC->client->ps.customRGBA[1]=n;
if ( COM_ParseInt( &p, &n ) )
{
continue;
}
NPC->client->ps.customRGBA[2]=n;
if ( COM_ParseInt( &p, &n ) )
{
continue;
}
NPC->client->ps.customRGBA[3]=n;
}
continue;
}
// headmodel
if ( !Q_stricmp( token, "headmodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if(!Q_stricmp("none", value))
{
//Zero the head clamp range so the torso & legs don't lag behind
ri->headYawRangeLeft =
ri->headYawRangeRight =
ri->headPitchRangeUp =
ri->headPitchRangeDown = 0;
}
continue;
}
// torsomodel
if ( !Q_stricmp( token, "torsomodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if(!Q_stricmp("none", value))
{
//Zero the torso clamp range so the legs don't lag behind
ri->torsoYawRangeLeft =
ri->torsoYawRangeRight =
ri->torsoPitchRangeUp =
ri->torsoPitchRangeDown = 0;
}
continue;
}
// legsmodel
if ( !Q_stricmp( token, "legsmodel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
/*
Q_strncpyz( ri->legsModelName, value, sizeof(ri->legsModelName), qtrue);
//Need to do this here to get the right index
G_ParseAnimFileSet( ri->legsModelName, ri->legsModelName, &ci->animFileIndex );
*/
continue;
}
// playerModel
if ( !Q_stricmp( token, "playerModel" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
Q_strncpyz( playerModel, value, sizeof(playerModel));
md3Model = qfalse;
continue;
}
// customSkin
if ( !Q_stricmp( token, "customSkin" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
Q_strncpyz( customSkin, value, sizeof(customSkin));
continue;
}
// surfOff
if ( !Q_stricmp( token, "surfOff" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( surfOff[0] )
{
Q_strcat( (char *)surfOff, sizeof(surfOff), "," );
Q_strcat( (char *)surfOff, sizeof(surfOff), value );
}
else
{
Q_strncpyz( surfOff, value, sizeof(surfOff));
}
continue;
}
// surfOn
if ( !Q_stricmp( token, "surfOn" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( surfOn[0] )
{
Q_strcat( (char *)surfOn, sizeof(surfOn), "," );
Q_strcat( (char *)surfOn, sizeof(surfOn), value );
}
else
{
Q_strncpyz( surfOn, value, sizeof(surfOn));
}
continue;
}
//headYawRangeLeft
if ( !Q_stricmp( token, "headYawRangeLeft" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->headYawRangeLeft = n;
continue;
}
//headYawRangeRight
if ( !Q_stricmp( token, "headYawRangeRight" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->headYawRangeRight = n;
continue;
}
//headPitchRangeUp
if ( !Q_stricmp( token, "headPitchRangeUp" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->headPitchRangeUp = n;
continue;
}
//headPitchRangeDown
if ( !Q_stricmp( token, "headPitchRangeDown" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->headPitchRangeDown = n;
continue;
}
//torsoYawRangeLeft
if ( !Q_stricmp( token, "torsoYawRangeLeft" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->torsoYawRangeLeft = n;
continue;
}
//torsoYawRangeRight
if ( !Q_stricmp( token, "torsoYawRangeRight" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->torsoYawRangeRight = n;
continue;
}
//torsoPitchRangeUp
if ( !Q_stricmp( token, "torsoPitchRangeUp" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->torsoPitchRangeUp = n;
continue;
}
//torsoPitchRangeDown
if ( !Q_stricmp( token, "torsoPitchRangeDown" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
ri->torsoPitchRangeDown = n;
continue;
}
// Uniform XYZ scale
if ( !Q_stricmp( token, "scale" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if (n != 100)
{
NPC->client->ps.iModelScale = n; //so the client knows
if (n >= 1024)
{
Com_Printf("WARNING: MP does not support scaling up to or over 1024%\n");
n = 1023;
}
NPC->modelScale[0] = NPC->modelScale[1] = NPC->modelScale[2] = n/100.0f;
}
continue;
}
//X scale
if ( !Q_stricmp( token, "scaleX" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if (n != 100)
{
Com_Printf("MP doesn't support xyz scaling, use 'scale'.\n");
//NPC->s.modelScale[0] = n/100.0f;
}
continue;
}
//Y scale
if ( !Q_stricmp( token, "scaleY" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if (n != 100)
{
Com_Printf("MP doesn't support xyz scaling, use 'scale'.\n");
//NPC->s.modelScale[1] = n/100.0f;
}
continue;
}
//Z scale
if ( !Q_stricmp( token, "scaleZ" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if (n != 100)
{
Com_Printf("MP doesn't support xyz scaling, use 'scale'.\n");
// NPC->s.modelScale[2] = n/100.0f;
}
continue;
}
//===AI STATS=====================================================================
if ( !parsingPlayer )
{
// aggression
if ( !Q_stricmp( token, "aggression" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 1 || n > 5 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->aggression = n;
}
continue;
}
// aim
if ( !Q_stricmp( token, "aim" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 1 || n > 5 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->aim = n;
}
continue;
}
// earshot
if ( !Q_stricmp( token, "earshot" ) ) {
if ( COM_ParseFloat( &p, &f ) ) {
SkipRestOfLine( &p );
continue;
}
if ( f < 0.0f )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->earshot = f;
}
continue;
}
// evasion
if ( !Q_stricmp( token, "evasion" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 1 || n > 5 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->evasion = n;
}
continue;
}
// hfov
if ( !Q_stricmp( token, "hfov" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 30 || n > 180 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->hfov = n;// / 2; //FIXME: Why was this being done?!
}
continue;
}
// intelligence
if ( !Q_stricmp( token, "intelligence" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 1 || n > 5 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->intelligence = n;
}
continue;
}
// move
if ( !Q_stricmp( token, "move" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 1 || n > 5 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->move = n;
}
continue;
}
// reactions
if ( !Q_stricmp( token, "reactions" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 1 || n > 5 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->reactions = n;
}
continue;
}
// shootDistance
if ( !Q_stricmp( token, "shootDistance" ) ) {
if ( COM_ParseFloat( &p, &f ) ) {
SkipRestOfLine( &p );
continue;
}
if ( f < 0.0f )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->shootDistance = f;
}
continue;
}
// vfov
if ( !Q_stricmp( token, "vfov" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 30 || n > 180 ) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->vfov = n / 2;
}
continue;
}
// vigilance
if ( !Q_stricmp( token, "vigilance" ) ) {
if ( COM_ParseFloat( &p, &f ) ) {
SkipRestOfLine( &p );
continue;
}
if ( f < 0.0f )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->vigilance = f;
}
continue;
}
// visrange
if ( !Q_stricmp( token, "visrange" ) ) {
if ( COM_ParseFloat( &p, &f ) ) {
SkipRestOfLine( &p );
continue;
}
if ( f < 0.0f )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->visrange = f;
}
continue;
}
// race
// if ( !Q_stricmp( token, "race" ) )
// {
// if ( COM_ParseString( &p, &value ) )
// {
// continue;
// }
// NPC->client->race = TranslateRaceName(value);
// continue;
// }
// rank
if ( !Q_stricmp( token, "rank" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->NPC )
{
NPC->NPC->rank = TranslateRankName(value);
}
continue;
}
}
// health
if ( !Q_stricmp( token, "health" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->health = n;
}
else if ( parsingPlayer )
{
NPC->client->ps.stats[STAT_MAX_HEALTH] = NPC->client->pers.maxHealth = n;
}
continue;
}
// fullName
if ( !Q_stricmp( token, "fullName" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
NPC->fullName = G_NewString(value);
continue;
}
// playerTeam
if ( !Q_stricmp( token, "playerTeam" ) )
{
char tk[4096]; //rww - hackilicious!
if ( COM_ParseString( &p, &value ) )
{
continue;
}
Com_sprintf(tk, sizeof(tk), "NPC%s", token);
NPC->client->playerTeam = NPC->s.teamowner = (team_t)GetIDForString( TeamTable, tk );//TranslateTeamName(value);
continue;
}
// enemyTeam
if ( !Q_stricmp( token, "enemyTeam" ) )
{
char tk[4096]; //rww - hackilicious!
if ( COM_ParseString( &p, &value ) )
{
continue;
}
Com_sprintf(tk, sizeof(tk), "NPC%s", token);
NPC->client->enemyTeam = (team_t)GetIDForString( TeamTable, tk );//TranslateTeamName(value);
continue;
}
// class
if ( !Q_stricmp( token, "class" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
NPC->client->NPC_class = (class_t)GetIDForString( ClassTable, value );
NPC->s.NPC_class = NPC->client->NPC_class; //we actually only need this value now, but at the moment I don't feel like changing the 200+ references to client->NPC_class.
// No md3's for vehicles.
if ( NPC->client->NPC_class == CLASS_VEHICLE )
{
if ( !NPC->m_pVehicle )
{//you didn't spawn this guy right!
Com_Printf ( S_COLOR_RED "ERROR: Tried to spawn a vehicle NPC (%s) without using NPC_Vehicle or 'NPC spawn vehicle <vehiclename>'!!! Bad, bad, bad! Shame on you!\n", NPCName );
return qfalse;
}
md3Model = qfalse;
}
continue;
}
// dismemberment probability for head
if ( !Q_stricmp( token, "dismemberProbHead" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
// NPC->client->dismemberProbHead = n;
//rwwFIXMEFIXME: support for this?
}
continue;
}
// dismemberment probability for arms
if ( !Q_stricmp( token, "dismemberProbArms" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
// NPC->client->dismemberProbArms = n;
}
continue;
}
// dismemberment probability for hands
if ( !Q_stricmp( token, "dismemberProbHands" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
// NPC->client->dismemberProbHands = n;
}
continue;
}
// dismemberment probability for waist
if ( !Q_stricmp( token, "dismemberProbWaist" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
// NPC->client->dismemberProbWaist = n;
}
continue;
}
// dismemberment probability for legs
if ( !Q_stricmp( token, "dismemberProbLegs" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
// NPC->client->dismemberProbLegs = n;
}
continue;
}
//===MOVEMENT STATS============================================================
if ( !Q_stricmp( token, "width" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
continue;
}
NPC->r.mins[0] = NPC->r.mins[1] = -n;
NPC->r.maxs[0] = NPC->r.maxs[1] = n;
continue;
}
if ( !Q_stricmp( token, "height" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
continue;
}
if ( NPC->client->NPC_class == CLASS_VEHICLE
&& NPC->m_pVehicle
&& NPC->m_pVehicle->m_pVehicleInfo
&& NPC->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER )
{//a flying vehicle's origin must be centered in bbox and it should spawn on the ground
//trace_t tr;
//vec3_t bottom;
//float adjust = 32.0f;
NPC->r.maxs[2] = NPC->client->ps.standheight = (n/2.0f);
NPC->r.mins[2] = -NPC->r.maxs[2];
NPC->s.origin[2] += (DEFAULT_MINS_2-NPC->r.mins[2])+0.125f;
VectorCopy(NPC->s.origin, NPC->client->ps.origin);
VectorCopy(NPC->s.origin, NPC->r.currentOrigin);
G_SetOrigin( NPC, NPC->s.origin );
trap_LinkEntity(NPC);
//now trace down
/*
VectorCopy( NPC->s.origin, bottom );
bottom[2] -= adjust;
trap_Trace( &tr, NPC->s.origin, NPC->r.mins, NPC->r.maxs, bottom, NPC->s.number, MASK_NPCSOLID );
if ( !tr.allsolid && !tr.startsolid )
{
G_SetOrigin( NPC, tr.endpos );
trap_LinkEntity(NPC);
}
*/
}
else
{
NPC->r.mins[2] = DEFAULT_MINS_2;//Cannot change
NPC->r.maxs[2] = NPC->client->ps.standheight = n + DEFAULT_MINS_2;
}
NPC->radius = n;
continue;
}
if ( !Q_stricmp( token, "crouchheight" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
continue;
}
NPC->client->ps.crouchheight = n + DEFAULT_MINS_2;
continue;
}
if ( !parsingPlayer )
{
if ( !Q_stricmp( token, "movetype" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( Q_stricmp( "flyswim", value ) == 0 )
{
NPC->client->ps.eFlags2 |= EF2_FLYING;
}
//NPC->client->moveType = (movetype_t)MoveTypeNameToEnum(value);
//rwwFIXMEFIXME: support for movetypes
continue;
}
// yawSpeed
if ( !Q_stricmp( token, "yawSpeed" ) ) {
if ( COM_ParseInt( &p, &n ) ) {
SkipRestOfLine( &p );
continue;
}
if ( n <= 0) {
Com_Printf( "bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->yawSpeed = ((float)(n));
}
continue;
}
// walkSpeed
if ( !Q_stricmp( token, "walkSpeed" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->walkSpeed = n;
}
continue;
}
//runSpeed
if ( !Q_stricmp( token, "runSpeed" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->runSpeed = n;
}
continue;
}
//acceleration
if ( !Q_stricmp( token, "acceleration" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < 0 )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
stats->acceleration = n;
}
continue;
}
//sex - skip in MP
if ( !Q_stricmp( token, "sex" ) )
{
SkipRestOfLine( &p );
continue;
}
//===MISC===============================================================================
// default behavior
if ( !Q_stricmp( token, "behavior" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( n < BS_DEFAULT || n >= NUM_BSTATES )
{
Com_Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
continue;
}
if ( NPC->NPC )
{
NPC->NPC->defaultBehavior = (bState_t)(n);
}
continue;
}
}
// snd
if ( !Q_stricmp( token, "snd" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( !(NPC->r.svFlags&SVF_NO_BASIC_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
// ci->customBasicSoundDir = G_NewString( sound );
//rwwFIXMEFIXME: Hooray for violating client server rules
}
continue;
}
// sndcombat
if ( !Q_stricmp( token, "sndcombat" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( !(NPC->r.svFlags&SVF_NO_COMBAT_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
// ci->customCombatSoundDir = G_NewString( sound );
}
continue;
}
// sndextra
if ( !Q_stricmp( token, "sndextra" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( !(NPC->r.svFlags&SVF_NO_EXTRA_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
// ci->customExtraSoundDir = G_NewString( sound );
}
continue;
}
// sndjedi
if ( !Q_stricmp( token, "sndjedi" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( !(NPC->r.svFlags&SVF_NO_EXTRA_SOUNDS) )
{
//FIXME: store this in some sound field or parse in the soundTable like the animTable...
Q_strncpyz( sound, value, sizeof( sound ) );
patch = strstr( sound, "/" );
if ( patch )
{
*patch = 0;
}
//ci->customJediSoundDir = G_NewString( sound );
}
continue;
}
//New NPC/jedi stats:
//starting weapon
if ( !Q_stricmp( token, "weapon" ) )
{
int weap;
if ( COM_ParseString( &p, &value ) )
{
continue;
}
//FIXME: need to precache the weapon, too? (in above func)
weap = GetIDForString( WPTable, value );
if ( weap >= WP_NONE && weap <= WP_NUM_WEAPONS )///*WP_BLASTER_PISTOL*/WP_SABER ) //?!
{
NPC->client->ps.weapon = weap;
NPC->client->ps.stats[STAT_WEAPONS] |= ( 1 << NPC->client->ps.weapon );
if ( weap > WP_NONE )
{
// RegisterItem( FindItemForWeapon( (weapon_t)(NPC->client->ps.weapon) ) ); //precache the weapon
NPC->client->ps.ammo[weaponData[NPC->client->ps.weapon].ammoIndex] = 100;//FIXME: max ammo!
}
}
continue;
}
if ( !parsingPlayer )
{
//altFire
if ( !Q_stricmp( token, "altFire" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
if ( NPC->NPC )
{
if ( n != 0 )
{
NPC->NPC->scriptFlags |= SCF_ALT_FIRE;
}
}
continue;
}
//Other unique behaviors/numbers that are currently hardcoded?
}
//force powers
fp = GetIDForString( FPTable, token );
if ( fp >= FP_FIRST && fp < NUM_FORCE_POWERS )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
//FIXME: need to precache the fx, too? (in above func)
//cap
if ( n > 5 )
{
n = 5;
}
else if ( n < 0 )
{
n = 0;
}
if ( n )
{//set
NPC->client->ps.fd.forcePowersKnown |= ( 1 << fp );
}
else
{//clear
NPC->client->ps.fd.forcePowersKnown &= ~( 1 << fp );
}
NPC->client->ps.fd.forcePowerLevel[fp] = n;
continue;
}
//max force power
if ( !Q_stricmp( token, "forcePowerMax" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
NPC->client->ps.fd.forcePowerMax = n;
continue;
}
//force regen rate - default is 100ms
if ( !Q_stricmp( token, "forceRegenRate" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
//NPC->client->ps.forcePowerRegenRate = n;
//rwwFIXMEFIXME: support this?
continue;
}
//force regen amount - default is 1 (points per second)
if ( !Q_stricmp( token, "forceRegenAmount" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
//NPC->client->ps.forcePowerRegenAmount = n;
//rwwFIXMEFIXME: support this?
continue;
}
//have a sabers.cfg and just name your saber in your NPCs.cfg/ICARUS script
//saber name
if ( !Q_stricmp( token, "saber" ) )
{
char *saberName;
if ( COM_ParseString( &p, &value ) )
{
continue;
}
saberName = (char *)BG_TempAlloc(4096);//G_NewString( value );
strcpy(saberName, value);
WP_SaberParseParms( saberName, &NPC->client->saber[0] );
npcSaber1 = G_ModelIndex(va("@%s", saberName));
BG_TempFree(4096);
continue;
}
//second saber name
if ( !Q_stricmp( token, "saber2" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( !(NPC->client->saber[0].saberFlags&SFL_TWO_HANDED) )
{//can't use a second saber if first one is a two-handed saber...?
char *saberName = (char *)BG_TempAlloc(4096);//G_NewString( value );
strcpy(saberName, value);
WP_SaberParseParms( saberName, &NPC->client->saber[1] );
if ( (NPC->client->saber[1].saberFlags&SFL_TWO_HANDED) )
{//tsk tsk, can't use a twoHanded saber as second saber
WP_RemoveSaber( NPC->client->saber, 1 );
}
else
{
//NPC->client->ps.dualSabers = qtrue;
npcSaber2 = G_ModelIndex(va("@%s", saberName));
}
BG_TempFree(4096);
}
continue;
}
// saberColor
if ( !Q_stricmp( token, "saberColor" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
saber_colors_t color = TranslateSaberColor( value );
for ( n = 0; n < MAX_BLADES; n++ )
{
NPC->client->saber[0].blade[n].color = color;
}
}
continue;
}
if ( !Q_stricmp( token, "saberColor2" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[1].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saberColor3" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[2].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saberColor4" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[3].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saberColor5" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[4].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saberColor6" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[5].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saberColor7" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[6].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saberColor8" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[0].blade[7].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
saber_colors_t color = TranslateSaberColor( value );
for ( n = 0; n < MAX_BLADES; n++ )
{
NPC->client->saber[1].blade[n].color = color;
}
}
continue;
}
if ( !Q_stricmp( token, "saber2Color2" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[1].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color3" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[2].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color4" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[3].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color5" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[4].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color6" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[5].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color7" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[6].color = TranslateSaberColor( value );
}
continue;
}
if ( !Q_stricmp( token, "saber2Color8" ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
if ( NPC->client )
{
NPC->client->saber[1].blade[7].color = TranslateSaberColor( value );
}
continue;
}
//saber length
if ( !Q_stricmp( token, "saberLength" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
for ( n = 0; n < MAX_BLADES; n++ )
{
NPC->client->saber[0].blade[n].lengthMax = f;
}
continue;
}
if ( !Q_stricmp( token, "saberLength2" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[1].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saberLength3" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[2].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saberLength4" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[3].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saberLength5" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[4].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saberLength6" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[5].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saberLength7" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[6].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saberLength8" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[0].blade[7].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
for ( n = 0; n < MAX_BLADES; n++ )
{
NPC->client->saber[1].blade[n].lengthMax = f;
}
continue;
}
if ( !Q_stricmp( token, "saber2Length2" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[1].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length3" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[2].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length4" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[3].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length5" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[4].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length6" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[5].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length7" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[6].lengthMax = f;
continue;
}
if ( !Q_stricmp( token, "saber2Length8" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 4.0f )
{
f = 4.0f;
}
NPC->client->saber[1].blade[7].lengthMax = f;
continue;
}
//saber radius
if ( !Q_stricmp( token, "saberRadius" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
for ( n = 0; n < MAX_BLADES; n++ )
{
NPC->client->saber[0].blade[n].radius = f;
}
continue;
}
if ( !Q_stricmp( token, "saberRadius2" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[1].radius = f;
continue;
}
if ( !Q_stricmp( token, "saberRadius3" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[2].radius = f;
continue;
}
if ( !Q_stricmp( token, "saberRadius4" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[3].radius = f;
continue;
}
if ( !Q_stricmp( token, "saberRadius5" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[4].radius = f;
continue;
}
if ( !Q_stricmp( token, "saberRadius6" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[5].radius = f;
continue;
}
if ( !Q_stricmp( token, "saberRadius7" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[6].radius = f;
continue;
}
if ( !Q_stricmp( token, "saberRadius8" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[0].blade[7].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
for ( n = 0; n < MAX_BLADES; n++ )
{
NPC->client->saber[1].blade[n].radius = f;
}
continue;
}
if ( !Q_stricmp( token, "saber2Radius2" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[1].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius3" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[2].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius4" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[3].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius5" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[4].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius6" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[5].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius7" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[6].radius = f;
continue;
}
if ( !Q_stricmp( token, "saber2Radius8" ) )
{
if ( COM_ParseFloat( &p, &f ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( f < 0.25f )
{
f = 0.25f;
}
NPC->client->saber[1].blade[7].radius = f;
continue;
}
//ADD:
//saber sounds (on, off, loop)
//loop sound (like Vader's breathing or droid bleeps, etc.)
//starting saber style
if ( !Q_stricmp( token, "saberStyle" ) )
{
if ( COM_ParseInt( &p, &n ) )
{
SkipRestOfLine( &p );
continue;
}
//cap
if ( n < 0 )
{
n = 0;
}
else if ( n > 5 )
{
n = 5;
}
NPC->client->ps.fd.saberAnimLevel = n;
/*
if ( parsingPlayer )
{
cg.saberAnimLevelPending = n;
}
*/
continue;
}
if ( !parsingPlayer )
{
Com_Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, NPCName );
}
SkipRestOfLine( &p );
}
}
/*
Ghoul2 Insert Start
*/
if ( !md3Model )
{
qboolean setTypeBack = qfalse;
if (npcSaber1 == 0)
{ //use "kyle" for a default then
npcSaber1 = G_ModelIndex("@Kyle");
WP_SaberParseParms( "Kyle", &NPC->client->saber[0] );
}
NPC->s.npcSaber1 = npcSaber1;
NPC->s.npcSaber2 = npcSaber2;
if (!customSkin[0])
{
strcpy(customSkin, "default");
}
if ( NPC->client && NPC->client->NPC_class == CLASS_VEHICLE )
{ //vehicles want their names fed in as models
//we put the $ in front to indicate a name and not a model
strcpy(playerModel, va("$%s", NPCName));
}
SetupGameGhoul2Model(NPC, playerModel, customSkin);
if (!NPC->NPC_type)
{ //just do this for now so NPC_Precache can see the name.
NPC->NPC_type = (char *)NPCName;
setTypeBack = qtrue;
}
NPC_Precache(NPC); //this will just soundindex some values for sounds on the client,
if (setTypeBack)
{ //don't want this being set if we aren't ready yet.
NPC->NPC_type = NULL;
}
}
else
{
Com_Printf("MD3 MODEL NPC'S ARE NOT SUPPORTED IN MP!\n");
return qfalse;
}
/*
Ghoul2 Insert End
*/
/*
if( NPCsPrecached )
{//Spawning in after initial precache, our models are precached, we just need to set our clientInfo
CG_RegisterClientModels( NPC->s.number );
CG_RegisterNPCCustomSounds( ci );
CG_RegisterNPCEffects( NPC->client->playerTeam );
}
*/
//rwwFIXMEFIXME: Do something here I guess to properly precache stuff.
return qtrue;
}
#ifdef _XBOX
char *npcParseBuffer = NULL;
#else
char npcParseBuffer[MAX_NPC_DATA_SIZE];
#endif
void NPC_LoadParms( void )
{
int len, totallen, npcExtFNLen, mainBlockLen, fileCnt, i;
// const char *filename = "ext_data/NPC2.cfg";
char /**buffer,*/ *holdChar, *marker;
char npcExtensionListBuf[2048]; // The list of file names read in
fileHandle_t f;
len = 0;
//remember where to store the next one
totallen = mainBlockLen = len;
marker = NPCParms+totallen;
*marker = 0;
//now load in the extra .npc extensions
fileCnt = trap_FS_GetFileList("ext_data/NPCs", ".npc", npcExtensionListBuf, sizeof(npcExtensionListBuf) );
#ifdef _XBOX
npcParseBuffer = (char *) Z_Malloc(MAX_NPC_DATA_SIZE, TAG_TEMP_WORKSPACE, qfalse, 4);
#endif
holdChar = npcExtensionListBuf;
for ( i = 0; i < fileCnt; i++, holdChar += npcExtFNLen + 1 )
{
npcExtFNLen = strlen( holdChar );
// Com_Printf( "Parsing %s\n", holdChar );
len = trap_FS_FOpenFile(va( "ext_data/NPCs/%s", holdChar), &f, FS_READ);
if ( len == -1 )
{
Com_Printf( "error reading file\n" );
}
else
{
if ( totallen + len >= MAX_NPC_DATA_SIZE ) {
G_Error( "NPC extensions (*.npc) are too large" );
}
trap_FS_Read(npcParseBuffer, len, f);
npcParseBuffer[len] = 0;
len = COM_Compress( npcParseBuffer );
strcat( marker, npcParseBuffer );
strcat(marker, "\n");
len++;
trap_FS_FCloseFile(f);
totallen += len;
marker = NPCParms+totallen;
//*marker = 0; //rww - make sure this is null or strcat will not append to the correct place
//rww 12/19/02-actually the probelm was npcParseBuffer not being nul-term'd, which could cause issues in the strcat too
}
}
#ifdef _XBOX
Z_Free(npcParseBuffer);
npcParseBuffer = NULL;
#endif
}