mirror of
https://github.com/nzp-team/quakec.git
synced 2025-02-25 13:11:09 +00:00
Fleshes out AI_Chase and AI_Zombie classes Fixes footstep frame numbers Adds unclamped_lerp util function
847 lines
No EOL
27 KiB
C++
847 lines
No EOL
27 KiB
C++
var struct framegroup {
|
|
float start_frame;
|
|
float end_frame;
|
|
float duration;
|
|
// void(entity) start_callback; // Called at the first frame of the range
|
|
void(entity) frame_callback; // Called at every frame of the range (after start / finish callbacks)
|
|
// void(entity) end_callback; // Called at the last frame of the range
|
|
// FIXME - Increasing the size of this framegroup by one more function pointer causes chaos...
|
|
// I assume I run out of space to pass framegroups along as arguments at any point...
|
|
// It starts to write into weird memory locations, like overriding self / world... things just break down.
|
|
// TODO - How can I refactor this to work?
|
|
void(entity) think_callback; // Called at each think invocation
|
|
// -- Maybe I can get rid of start / end callbacks? idk
|
|
// I should think about how I actually plan on using these...
|
|
|
|
// TODO - Get rid of start / end callback, add fields to the AI_Chase class that denotes
|
|
// TODO - These callbacks will be executed at the same time as frame anyways.
|
|
};
|
|
|
|
|
|
// FIXME - This framegroup nonsense is causing chaos... the struct is too large apparently... what can I cut out?
|
|
|
|
|
|
framegroup make_empty_framegroup(__out framegroup fg) {
|
|
fg.start_frame = -1;
|
|
fg.end_frame = -1;
|
|
fg.duration = 1.0;
|
|
// fg.start_callback = SUB_Null;
|
|
fg.frame_callback = SUB_Null;
|
|
// fg.end_callback = SUB_Null;
|
|
fg.think_callback = SUB_Null;
|
|
}
|
|
|
|
void init_framegroup( float start_frame, float end_frame, float duration,
|
|
void(entity) frame_callback,
|
|
void(entity) think_callback,
|
|
__out framegroup fg) {
|
|
fg.start_frame = start_frame;
|
|
fg.end_frame = end_frame;
|
|
fg.duration = duration;
|
|
fg.frame_callback = frame_callback;
|
|
fg.think_callback = think_callback;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class AI_Chase : entity {
|
|
// framegroup_registry *th_reg;
|
|
entity path_target; // If specified, path towards entity
|
|
vector path_pos; // Otherwise, path towards location specified
|
|
float think_delta_time; // Delta time (seconds) between each `this.think();`
|
|
|
|
// ------------------------------
|
|
// Current Framegroup value vars
|
|
// ------------------------------
|
|
float cur_fg_start_time;
|
|
float cur_fg_start_frame;
|
|
float cur_fg_end_frame;
|
|
float cur_fg_duration;
|
|
// void() endanimfunc = SUB_Null;
|
|
// virtual void(entity) cur_fg_start_callback = SUB_Null;
|
|
virtual void(entity) cur_fg_frame_callback = SUB_Null;
|
|
// virtual void(entity) cur_fg_end_callback = SUB_Null;
|
|
virtual void(entity) cur_fg_think_callback = SUB_Null;
|
|
// ------------------------------
|
|
// Framegroup state vars
|
|
// ------------------------------
|
|
float cur_fg_idx; // Counter for checking when the framegroup has been changed
|
|
float cur_fg_frame_callback_next_frame;
|
|
float cur_fg_frame_callback_is_start_frame; // Is set to true when performing cur_fg_frame_callback for the first framegroup frame
|
|
float cur_fg_frame_callback_is_end_frame; // Is set to true when performing cur_fg_frame_callback for the final framegroup frame
|
|
|
|
// ------------------------------
|
|
|
|
|
|
// Constructor. Called when calling `spawn(AI_Chase);`
|
|
virtual void() AI_Chase = {
|
|
this.path_target = world;
|
|
this.path_pos = world.origin;
|
|
this.think_delta_time = 0.1; // Call `this.think();` 10x per second
|
|
this.cur_fg_idx = 0;
|
|
};
|
|
|
|
|
|
virtual void() think = {
|
|
if(this.cur_fg_start_time >= 0) {
|
|
float cur_framegroup_idx = this.cur_fg_idx;
|
|
float dt = time - this.cur_fg_start_time;
|
|
float lerp_frac = (dt / this.cur_fg_duration);
|
|
// Frame ranges are inclusive, do an un-clamped interpolation to include the final frame
|
|
float cur_frame = unclamped_lerp(this.cur_fg_start_frame, this.cur_fg_end_frame, lerp_frac);
|
|
// For rendering, keep frame number always within current animation
|
|
if(this.cur_fg_end_frame > this.cur_fg_start_frame) {
|
|
this.frame = clamp(cur_frame, this.cur_fg_start_frame, this.cur_fg_end_frame);
|
|
}
|
|
else {
|
|
this.frame = clamp(cur_frame, this.cur_fg_end_frame, this.cur_fg_start_frame);
|
|
}
|
|
|
|
// print("Cur frame: ");
|
|
// print(ftos(this.frame));
|
|
// print(", start_frame: ");
|
|
// print(ftos(this.cur_fg_start_frame));
|
|
// print(", end_frame: ");
|
|
// print(ftos(this.cur_fg_end_frame));
|
|
// print(", cur_frame: ");
|
|
// print(ftos(cur_frame));
|
|
// print(", next frame callback: ");
|
|
// print(ftos(this.cur_fg_frame_callback_next_frame));
|
|
// print(", duration: ");
|
|
// print(ftos(this.cur_fg_duration));
|
|
// print("\n");
|
|
|
|
// TODO - round frame to nearest frame?
|
|
|
|
// If the animation is playing forward (low frame num to high frame num)
|
|
if(this.cur_fg_end_frame > this.cur_fg_start_frame) {
|
|
if(cur_frame >= this.cur_fg_frame_callback_next_frame) {
|
|
if(cur_frame >= this.cur_fg_end_frame + 1) {
|
|
this.cur_fg_frame_callback_is_end_frame = true;
|
|
}
|
|
this.cur_fg_frame_callback(this); // FIXME - This can override and invoke new things, need to be careful
|
|
// Callback may have assigned new framegroup
|
|
if(this.cur_fg_idx == cur_framegroup_idx) {
|
|
this.cur_fg_frame_callback_is_start_frame = false;
|
|
this.cur_fg_frame_callback_is_end_frame = false;
|
|
this.cur_fg_frame_callback_next_frame = floor(cur_frame) + 1;
|
|
}
|
|
// print("\tSet next frame callback frame to: ");
|
|
// print(ftos(this.cur_fg_frame_callback_next_frame));
|
|
// print("\n");
|
|
}
|
|
}
|
|
// else the animation is playing in reverse (high frame num to low frame num)
|
|
else {
|
|
if(cur_frame <= this.cur_fg_frame_callback_next_frame) {
|
|
if(cur_frame <= this.cur_fg_end_frame - 1) {
|
|
this.cur_fg_frame_callback_is_end_frame = true;
|
|
}
|
|
this.cur_fg_frame_callback(this);
|
|
// Callback may have assigned new framegroup
|
|
if(this.cur_fg_idx == cur_fg_idx) {
|
|
this.cur_fg_frame_callback_is_start_frame = false;
|
|
this.cur_fg_frame_callback_is_end_frame = false;
|
|
this.cur_fg_frame_callback_next_frame = ceil(cur_frame) - 1;
|
|
}
|
|
}
|
|
}
|
|
// Callback may have assigned new framegroup
|
|
// if(this.cur_fg_idx == cur_fg_idx) {
|
|
this.cur_fg_think_callback(this);
|
|
// }
|
|
}
|
|
this.nextthink = time + this.think_delta_time;
|
|
};
|
|
|
|
virtual void (float duration) set_framegroup_duration = {
|
|
// If no current framegroup, stop
|
|
if(this.cur_fg_start_time < 0) {
|
|
print("Warning: Attempted to set framegroup duration without an active framegroup.\n");
|
|
return;
|
|
}
|
|
|
|
this.cur_fg_duration = duration;
|
|
// --------------------------------------------------------------------
|
|
// Adjust think_delta_time so no frames are skipped
|
|
// --------------------------------------------------------------------
|
|
float n_anim_frames = fabs(this.cur_fg_end_frame - this.cur_fg_start_frame);
|
|
float time_per_frame = duration / n_anim_frames;
|
|
// If faster than 10FPS, make thinks be called more often to not miss a frame callback
|
|
if(time_per_frame < 0.10) {
|
|
this.think_delta_time = time_per_frame * 0.5;
|
|
}
|
|
else {
|
|
this.think_delta_time = 0.1;
|
|
}
|
|
// --------------------------------------------------------------------
|
|
};
|
|
|
|
virtual void (framegroup fgroup) set_framegroup = {
|
|
// Increment framegroup counter. Reset every 100, we only use this to check when it has changed
|
|
this.cur_fg_idx = (this.cur_fg_idx + 1) % 100;
|
|
|
|
// FIXME - frame callback isn't guaranteed to be called for every frame because sometimes we skip over frames
|
|
// FIXME - I should modify the think delta time to run at 80% of the time between frames, or 0.10 seconds, whichever is greater.
|
|
// FIXME - That way, if are playing an animation really fast, it'll call think more often
|
|
this.cur_fg_start_frame = fgroup.start_frame;
|
|
this.cur_fg_end_frame = fgroup.end_frame;
|
|
this.cur_fg_frame_callback = fgroup.frame_callback;
|
|
this.cur_fg_think_callback = fgroup.think_callback;
|
|
this.set_framegroup_duration(fgroup.duration);
|
|
|
|
// Start the animation now
|
|
this.cur_fg_frame_callback_is_start_frame = true;
|
|
this.cur_fg_frame_callback_is_end_frame = false;
|
|
this.frame = this.cur_fg_start_frame;
|
|
this.cur_fg_start_time = time;
|
|
this.cur_fg_frame_callback_next_frame = this.cur_fg_start_frame;
|
|
// print("Done setting framegroup! Start frame: ");
|
|
// print(ftos(fgroup.start_frame));
|
|
// print(", End frame: ");
|
|
// print(ftos(fgroup.end_frame));
|
|
// print("\n");
|
|
};
|
|
|
|
|
|
virtual void () fg_die = {};
|
|
virtual void () fg_walk = {};
|
|
virtual void () fg_attack = {};
|
|
virtual void () fg_idle = {};
|
|
|
|
|
|
virtual void (float dist) do_walk_to_goal = {
|
|
if(dist == 0) {
|
|
return;
|
|
}
|
|
|
|
vector goal_pos = path_pos;
|
|
if(this.path_target != world) {
|
|
goal_pos = this.path_target.origin;
|
|
}
|
|
|
|
this.ideal_yaw = vectoyaw(goal_pos - this.origin);
|
|
ChangeYaw();
|
|
vector new_velocity;
|
|
float dist_to_goal = vlen(goal_pos - this.origin);
|
|
if(dist > dist_to_goal) {
|
|
dist = dist_to_goal;
|
|
}
|
|
new_velocity = normalize(goal_pos - this.origin) * dist;
|
|
new_velocity_z = this.velocity_z;
|
|
this.velocity = new_velocity;
|
|
};
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class AI_Zombie : AI_Chase {
|
|
entity enemy; // If near, attack
|
|
|
|
// Constructor. Called when calling `spawn(AI_Zombie);`
|
|
// virtual void() AI_Zombie = {};
|
|
// This should be called explicitly:
|
|
virtual void(vector org) init;
|
|
|
|
virtual void () fg_die;
|
|
virtual void () fg_walk;
|
|
virtual void () fg_attack;
|
|
virtual void () fg_idle;
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
framegroup fg_zombie_walk_0;
|
|
framegroup fg_zombie_walk_1;
|
|
framegroup fg_zombie_walk_2;
|
|
framegroup fg_zombie_jog_0;
|
|
framegroup fg_zombie_run_0;
|
|
// framegroup fg_zombie_run_1; // TODO - Either add new anims, or make new run FG with different speed?
|
|
// framegroup fg_zombie_run_2; // TODO - Either add new anims, or make new run FG with different speed?
|
|
framegroup fg_zombie_idle_0;
|
|
framegroup fg_zombie_attack_0;
|
|
framegroup fg_zombie_attack_1;
|
|
framegroup fg_zombie_die_0;
|
|
framegroup fg_zombie_die_1;
|
|
framegroup fg_zombie_die_2;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float get_zombie_walk_is_footstep(float frame) {
|
|
frame = floor(frame);
|
|
switch(frame) {
|
|
// ------------ Zombie Walk 1 --------------
|
|
case 39: // Right foot
|
|
case 44: // Left foot
|
|
case 47: // Right foot
|
|
case 51: // Left foot
|
|
return 1;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
float get_zombie_walk_dist_for_frame(float frame) {
|
|
frame = floor(frame);
|
|
switch(frame) {
|
|
// ------------ Zombie Walk 1 --------------
|
|
case 37:
|
|
return 8;
|
|
case 38:
|
|
case 39:
|
|
case 40:
|
|
case 41:
|
|
case 42:
|
|
return 3.5;
|
|
case 43:
|
|
return 8.8;
|
|
case 44:
|
|
return 9;
|
|
case 45:
|
|
case 46:
|
|
return 4;
|
|
case 47:
|
|
return 7.8;
|
|
case 48:
|
|
return 5.2;
|
|
case 49:
|
|
return 2.4;
|
|
case 50:
|
|
return 2.8;
|
|
case 51:
|
|
return 6.5;
|
|
case 52:
|
|
return 7.7;
|
|
default:
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
// Called at the first frame of the current animation
|
|
void zombie_walk_start_callback(entity ent) {
|
|
// print("start called\n");
|
|
};
|
|
|
|
// Called once per animation frame:
|
|
void zombie_walk_frame_callback(entity ent) {
|
|
AI_Zombie zombie_ent = (AI_Zombie) ent;
|
|
// print("frame called\n");
|
|
// print("frame called. At frame: ");
|
|
// print(ftos(ent.frame));
|
|
// // print(", is first frame? ");
|
|
// // print(ftos(zombie_ent.cur_fg_frame_callback_is_start_frame));
|
|
// // print(", is final frame? ");
|
|
// // print(ftos(zombie_ent.cur_fg_frame_callback_is_end_frame));
|
|
// print("\n");
|
|
|
|
if(get_zombie_walk_is_footstep(ent.frame)) {
|
|
if(random() < 0.5) {
|
|
sound(self, 5, "sounds/zombie/s0.wav", 1, ATTN_NORM);
|
|
}
|
|
else {
|
|
sound(self, 5, "sounds/zombie/s1.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
if(zombie_ent.cur_fg_frame_callback_is_end_frame) {
|
|
// print("At final frame, restarting walk\n");
|
|
zombie_ent.fg_walk();
|
|
}
|
|
|
|
// TODO - If at final frame, call fg_walk again...
|
|
// AI_Zombie zombie_ent = (AI_Zombie) ent;
|
|
// zombie_ent.fg_walk();
|
|
// ent.fg_walk();
|
|
};
|
|
|
|
|
|
// Called once per ent.think invocation
|
|
void zombie_walk_think_callback(entity ent) {
|
|
// print("Think called\n");
|
|
// print("Think called for frame: ");
|
|
// print(ftos(ent.frame));
|
|
// print("\n");
|
|
AI_Zombie zombie_ent = (AI_Zombie) ent;
|
|
// zombie_ent.fg_walk();
|
|
|
|
// "::classname" denotes the global ".string classname" field.
|
|
entity player_ent = find( world, ::classname, "player");
|
|
if(player_ent != world) {
|
|
zombie_ent.path_target = player_ent;
|
|
ent.enemy = player_ent;
|
|
}
|
|
|
|
float n_anim_frames = fabs(zombie_ent.cur_fg_end_frame - zombie_ent.cur_fg_start_frame);
|
|
// float dist_per_frame = 5.23125; // qu
|
|
float dist_per_frame = get_zombie_walk_dist_for_frame(zombie_ent.frame);
|
|
float time_per_frame = zombie_ent.cur_fg_duration / n_anim_frames;
|
|
float speed = dist_per_frame / time_per_frame;
|
|
zombie_ent.do_walk_to_goal(speed);
|
|
};
|
|
|
|
|
|
void create_framegroups() {
|
|
// walk0 37 52
|
|
// walk1 53 66
|
|
// walk3 67 82
|
|
// jog0 116 129
|
|
// run0 78 85
|
|
// idle0 0 12
|
|
// attack0 86 90
|
|
// attack1 91 96
|
|
// death0 123 133
|
|
// death1 134 138
|
|
// death2 139 148
|
|
|
|
// In blender, it's frames 38 to 53, inclusive
|
|
// make_empty_framegroup(fg_zombie_walk_0);
|
|
init_framegroup( 38, 53, 1.0, zombie_walk_frame_callback, zombie_walk_think_callback, fg_zombie_walk_0);
|
|
init_framegroup( 53, 66, 10.0, SUB_Null, SUB_Null, fg_zombie_walk_1);
|
|
init_framegroup( 67, 82, 10.0, SUB_Null, SUB_Null, fg_zombie_walk_2);
|
|
init_framegroup( 116, 129, 10.0, SUB_Null, SUB_Null, fg_zombie_jog_0);
|
|
init_framegroup( 78, 85, 10.0, SUB_Null, SUB_Null, fg_zombie_run_0);
|
|
init_framegroup( 0, 12, 10.0, SUB_Null, SUB_Null, fg_zombie_idle_0);
|
|
init_framegroup( 86, 90, 10.0, SUB_Null, SUB_Null, fg_zombie_attack_0);
|
|
init_framegroup( 91, 96, 10.0, SUB_Null, SUB_Null, fg_zombie_attack_1);
|
|
init_framegroup( 123, 133, 10.0, SUB_Null, SUB_Null, fg_zombie_die_0);
|
|
init_framegroup( 134, 138, 10.0, SUB_Null, SUB_Null, fg_zombie_die_1);
|
|
init_framegroup( 139, 148, 10.0, SUB_Null, SUB_Null, fg_zombie_die_2);
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void(vector org) AI_Zombie::init = {
|
|
setmodel(this, "models/ai/zfull.mdl");
|
|
// ---------------------------------
|
|
// Usual zombie setup stuff
|
|
// ---------------------------------
|
|
this.solid = SOLID_CORPSE;
|
|
#ifdef PC
|
|
this.dimension_solid = HITBOX_DIM_ZOMBIES;
|
|
#endif // PC
|
|
|
|
// this.movetype = MOVETYPE_STEP;
|
|
this.movetype = MOVETYPE_WALK;
|
|
setsize (this, '-8 -8 -32', '8 8 30');
|
|
this.origin = org;
|
|
setorigin(this, this.origin);
|
|
this.classname = "ai_zombie";
|
|
this.gravity = 1.0;
|
|
this.takedamage = DAMAGE_YES;
|
|
this.flags = this.flags | FL_PARTIALGROUND | FL_MONSTER;
|
|
this.health = 999999;
|
|
// SetUpHitBoxes(self);
|
|
// ---------------------------------
|
|
this.yaw_speed = 20;
|
|
// ---------------------------------
|
|
this.think_delta_time = 0.1; // 10x per second
|
|
this.nextthink = time + this.think_delta_time;
|
|
this.cur_fg_start_time = -1;
|
|
}
|
|
|
|
|
|
// void() AI_Zombie::think = {
|
|
// print("we do be thinkin!\n");
|
|
// // TODO - how to call superclass think?
|
|
// }
|
|
|
|
|
|
void () AI_Zombie::fg_walk = {
|
|
this.set_framegroup(fg_zombie_walk_0);
|
|
this.set_framegroup_duration(fg_zombie_walk_0.duration * (1.0 + 3.0 * random()));
|
|
// print("Set anim duration to: ");
|
|
// print(ftos(this.cur_fg_duration));
|
|
// print("\n");
|
|
}
|
|
void () AI_Zombie::fg_die = {
|
|
// TODO - Execute -- zombie_die_0
|
|
}
|
|
void () AI_Zombie::fg_attack = {
|
|
// TODO - Execute an attack framegroup
|
|
}
|
|
void () AI_Zombie::fg_idle = {
|
|
// TODO - Execute the idle framegroup
|
|
}
|
|
|
|
|
|
|
|
void() test_new_ent = {
|
|
create_framegroups();
|
|
|
|
makevectors(self.v_angle);
|
|
// AI_Chase test_ent = spawn(AI_Chase);
|
|
AI_Zombie zombie = spawn(AI_Zombie);
|
|
zombie.init(self.origin + v_forward * 100);
|
|
zombie.fg_walk();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// somefunc();
|
|
// framegroup_registry zombie_th_reg;
|
|
// // framegroup_registry crawler_th_reg;
|
|
// // framegroup_registry dog_th_reg;
|
|
|
|
// framegroup zombie_attack_0;
|
|
// // framegroup zombie_attack_1;
|
|
// // framegroup zombie_idle_0;
|
|
// // framegroup zombie_die_0;
|
|
// // framegroup zombie_die_1;
|
|
// // framegroup zombie_die_2;
|
|
// // framegroup zombie_walk_0;
|
|
// // framegroup zombie_walk_1;
|
|
// // framegroup zombie_walk_2;
|
|
// // framegroup zombie_jog_0;
|
|
// // framegroup zombie_run_1;
|
|
// // framegroup zombie_run_2;
|
|
// // framegroup zombie_run_3;
|
|
|
|
|
|
|
|
// create_framegroup( zombie_attack_0, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_attack_1, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_idle_0, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_die_0, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_die_1, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_die_2, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_walk_0, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_walk_1, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_walk_2, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_jog_0, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_run_1, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_run_2, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
// // create_framegroup( zombie_run_3, 0, 10, 5.0, SUB_Null, SUB_Null, SUB_Null);
|
|
|
|
|
|
// // zombie_th_reg.fg_attack.num_framegroups = 2;
|
|
|
|
// print(strcat("Num before:",ftos(zombie_th_reg.fg_attack.num_framegroups),"\n"));
|
|
// register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num after:",ftos(zombie_th_reg.fg_attack.num_framegroups),"\n"));
|
|
|
|
|
|
|
|
// zombie_th_reg.fg_attack = register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num before:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// zombie_th_reg.fg_attack = register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num after:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// print(strcat("Num before:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// zombie_th_reg.fg_attack = register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num after:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// print(strcat("Num before:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// zombie_th_reg.fg_attack = register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num after:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// print(strcat("Num before:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// zombie_th_reg.fg_attack = register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num after:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// print(strcat("Num before:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// zombie_th_reg.fg_attack = register_framegroup( zombie_th_reg.fg_attack, zombie_attack_0);
|
|
// print(strcat("Num after:",ftos(zombie_th_reg.fg_attack.num_framegroups)));
|
|
// print(ftos(result));
|
|
// print("\n");
|
|
// result = register_framegroup( &(zombie_th_reg.fg_attack), &zombie_attack_1);
|
|
// print(ftos(result));
|
|
// print("\n");
|
|
// result = register_framegroup( &(zombie_th_reg.fg_idle), &zombie_idle_0);
|
|
// print(ftos(result));
|
|
// print("\n");
|
|
// result = register_framegroup( &(zombie_th_reg.fg_die), &zombie_die_0);
|
|
// print(ftos(result));
|
|
// print("\n");
|
|
// result = register_framegroup( &(zombie_th_reg.fg_die), &zombie_die_1);
|
|
// print(ftos(result));
|
|
// print("\n");
|
|
|
|
};
|
|
|
|
|
|
|
|
// ========================================================================================================
|
|
// class Chase_AI : entity {
|
|
// float interval;
|
|
|
|
// // ------------------------------------------
|
|
// // Animation Control fields
|
|
// // ------------------------------------------
|
|
// float cur_anim_cur_frame; // Current frame index
|
|
// float cur_anim_end_frame; // Goal frame index
|
|
// float cur_anim_frame_lerp; // float 0->1 indicating current lerp progress between frames
|
|
|
|
// float cur_anim; // Some identifier for which type of animation to play
|
|
// float cur_anim_end_type; // Pause? Stop? float
|
|
|
|
// float counter;
|
|
// // ------------------------------------------
|
|
|
|
|
|
// nonvirtual void(vector org) init = {
|
|
// setmodel(this, "models/ai/zfull.mdl");
|
|
|
|
// // ---------------------------------
|
|
// // Usual zombie setup stuff
|
|
// // ---------------------------------
|
|
// this.solid = SOLID_SLIDEBOX;
|
|
// this.movetype = MOVETYPE_STEP;
|
|
// setsize (this, '-8 -8 -32', '8 8 30');
|
|
// this.origin = org;
|
|
// setorigin(this, this.origin);
|
|
// this.classname = "ai_zombie";
|
|
// this.takedamage = DAMAGE_YES;
|
|
// this.flags = this.flags | FL_PARTIALGROUND | FL_MONSTER;
|
|
// this.health = 999999;
|
|
// // SetUpHitBoxes(self);
|
|
// // ---------------------------------
|
|
// this.cur_anim_end_frame = 227; // Zombie last frame
|
|
// this.nextthink = time + this.interval;
|
|
// this.counter = 0;
|
|
// };
|
|
|
|
|
|
// virtual void() think = {
|
|
// print("test: ");
|
|
// print(ftos(time));
|
|
// print(", ");
|
|
// print(ftos(this.counter));
|
|
// print("\n");
|
|
// this.counter += 1;
|
|
|
|
// if(this.counter > 10) {
|
|
// this.frame = (this.frame + 20) % 227;
|
|
// this.counter = 0;
|
|
// }
|
|
// this.nextthink = time + this.interval;
|
|
// };
|
|
|
|
|
|
// // Example functions for classes
|
|
// nonvirtual void(entity e) set_enemy = {
|
|
// this.enemy = e;
|
|
|
|
// };
|
|
|
|
// void() foo = {
|
|
// this.nextthink = time + this.interval;
|
|
// };
|
|
|
|
|
|
// void(float x) test = {
|
|
// print(ftos(x[0]));
|
|
// print(ftos(x[1]));
|
|
// print(ftos(x[2]));
|
|
// print("\n");
|
|
// };
|
|
|
|
|
|
// };
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// // foo myfoo = spawn(foo, message:"Hello World", interval:5);
|
|
// // myfoo.setEnemy(self);
|
|
// // };
|
|
|
|
|
|
// class Zombie : Chase_AI {
|
|
|
|
// };
|
|
|
|
// class Crawler : Chase_AI {
|
|
|
|
// };
|
|
|
|
// class Dog : Chase_AI {
|
|
|
|
// };
|
|
|
|
// void() test_new_ent = {
|
|
// makevectors(self.v_angle);
|
|
// Chase_AI zombie = spawn(Chase_AI, message:"thas a zomber", interval:0.1);
|
|
// zombie.init(self.origin + v_forward * 100);
|
|
|
|
|
|
// float x[3];
|
|
// x[0] = 1;
|
|
// // print(ftos(x[0]));
|
|
// // print(ftos(x[1]));
|
|
// // print(ftos(x[2]));
|
|
// // print("\n");
|
|
// float x[] = {
|
|
// 0, 2, 3, 5, 10, 20,
|
|
// };
|
|
// zombie.test(x);
|
|
// }
|
|
|
|
|
|
|
|
|
|
// framegroup1 = {
|
|
// 'start_frame': 0,
|
|
// 'end_frame': 10,
|
|
// 'duration': 10.0; // seconds
|
|
// 'start_callback': void(){}, // Called at the first frame of the range
|
|
// 'frame_callback': void(){}, // Called at every frame of the range (after start / finish callbacks)
|
|
// 'finish_callback': void(){}, // Called at the last frame of the range
|
|
// }
|
|
|
|
|
|
|
|
// void() th_die_dispatcher = {
|
|
// if(random() < 0.33) {
|
|
// framegroup1();
|
|
// }
|
|
// else if(random() < 0.5) {
|
|
// framegroup2();
|
|
// }
|
|
// else {
|
|
// framegroup3();
|
|
// }
|
|
// };
|
|
|
|
|
|
// framegroup_registry = {
|
|
// 'th_die': th_die_dispatcher,
|
|
// 'th_walk': ,
|
|
// 'th_run': ,
|
|
// 'th_attack': ,
|
|
// 'th_idle': ,
|
|
// 'th_chase_monkey': SUB_Null,
|
|
// }
|
|
|
|
|
|
// framegroup_registry = {
|
|
// 'th_die': {framegroup1, framegroup1, framegroup1, framegroup1, framegroup1, SUB_Null, SUB_Null, SUB_Null},
|
|
// 'th_walk': ,
|
|
// 'th_run': ,
|
|
// 'th_attack': ,
|
|
// 'th_idle': ,
|
|
// 'th_chase_monkey': SUB_Null,
|
|
// }
|
|
|
|
|
|
|
|
// typedef {
|
|
|
|
// }
|
|
|
|
// struct_t
|
|
|
|
|
|
|
|
// // For traversal
|
|
// traversal_registry = {
|
|
// 'traversal_hop_fence': SUB_Null,
|
|
// 'traversal_drop_down_ledge': ,
|
|
// 'traversal_jump_up_ledge': ,
|
|
// 'traversal_...': ,
|
|
// 'traversal_...': ,
|
|
// }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// void(float start_frame, float end_frame, float cur_frame) frame_callback = {
|
|
// if(cur_frame == end_frame) {
|
|
// // do something else
|
|
// }
|
|
// }
|
|
|
|
|
|
// //-----------------------------------------------------------------
|
|
// var struct powerup_struct
|
|
// {
|
|
// float id;
|
|
// float occupied;
|
|
// float flash_screen;
|
|
// string model_path;
|
|
// string voiceover_path;
|
|
// void() function;
|
|
// float() requirement_function;
|
|
// } powerup_array[MAX_POWERUPS] = {};
|
|
|
|
// float powerup_count;
|
|
// float powerup_index;
|
|
|
|
// .float zombie_drop_id;
|
|
|
|
// //
|
|
// // PU_AddToStruct(id, model_path, voiceover_path)
|
|
// // Adds the Power-Up and info to the powerup struct
|
|
// //
|
|
// void(float id, float flash_screen, string model_path, string voiceover_path, void() function, float() requirement_function)
|
|
// PU_AddToStruct =
|
|
// {
|
|
// if (id > MAX_POWERUPS - 1)
|
|
// return;
|
|
|
|
// // Precache Model and VO
|
|
// precache_model(model_path);
|
|
// precache_sound(voiceover_path);
|
|
|
|
// // Populate the Struct at Index
|
|
// powerup_array[powerup_count].id = id;
|
|
// powerup_array[powerup_count].occupied = true;
|
|
// powerup_array[powerup_count].flash_screen = flash_screen;
|
|
// powerup_array[powerup_count].model_path = model_path;
|
|
// powerup_array[powerup_count].voiceover_path = voiceover_path;
|
|
// powerup_array[powerup_count].function = function;
|
|
// powerup_array[powerup_count].requirement_function = requirement_function;
|
|
|
|
// // Increment Index
|
|
// powerup_count++;
|
|
// };
|
|
|
|
|
|
|
|
|
|
// PU_AddToStruct(PU_NUKE, true, "models/pu/nuke!.mdl", "sounds/pu/nuke.wav", PU_Nuke, PU_NullRequirement );
|
|
// PU_AddToStruct(PU_INSTAKILL, false, "models/pu/instakill!.mdl", "sounds/pu/insta_kill.wav", PU_InstaKill, PU_NullRequirement );
|
|
// PU_AddToStruct(PU_DOUBLEPTS, false, "models/pu/x2!.mdl", "sounds/pu/double_points.wav", PU_DoublePoints, PU_NullRequirement );
|
|
// PU_AddToStruct(PU_CARPENTER, false, "models/pu/carpenter!.mdl", "sounds/pu/carpenter.wav", PU_Carpenter, PU_CarpenterRequirement );
|
|
// PU_AddToStruct(PU_MAXAMMO, false, "models/pu/maxammo!.mdl", "sounds/pu/maxammo.wav", PU_MaxAmmo, PU_NullRequirement );
|