/*------------------------------------------------------------------- c_corvus.c Heretic II Copyright 1998 Raven Software AI: -------------------------------------------------------------------*/ #include "g_local.h" #include "Utilities.h" #include "g_DefaultMessageHandler.h" #include "g_monster.h" #include "fx.h" #include "random.h" #include "buoy.h" #include "vector.h" #include "c_corvus5.h" #include "c_corvus5_anim.h" #include "c_ai.h" /*---------------------------------------------------------------------- plagueElf Base Info -----------------------------------------------------------------------*/ static animmove_t *animations[NUM_ANIMS] = { // Cinematics &corvus5_move_c_action1, &corvus5_move_c_action2, &corvus5_move_c_action3, &corvus5_move_c_action4, &corvus5_move_c_action5, &corvus5_move_c_action6, &corvus5_move_c_action7, &corvus5_move_c_action8, &corvus5_move_c_idle1, &corvus5_move_c_idle2, &corvus5_move_c_idle3, &corvus5_move_c_walkstart, &corvus5_move_c_walk1, &corvus5_move_c_walk2, &corvus5_move_c_walkstop1, &corvus5_move_c_walkstop2, &corvus5_move_c_pivotleftgo, &corvus5_move_c_pivotleft, &corvus5_move_c_pivotleftstop, &corvus5_move_c_pivotrightgo, &corvus5_move_c_pivotright, &corvus5_move_c_pivotrightstop }; static ClassResourceInfo_t resInfo; /*------------------------------------------------------------------------- corvus5_c_anims -------------------------------------------------------------------------*/ void corvus5_c_anims(edict_t *self, G_Message_t *msg) { int int_msg; int curr_anim; ai_c_readmessage(self, msg); int_msg = (int) msg->ID; self->monsterinfo.c_anim_flag = 0; switch(int_msg) { case MSG_C_ACTION1: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION1; break; case MSG_C_ACTION2: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION2; break; case MSG_C_ACTION3: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION3; break; case MSG_C_ACTION4: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION4; break; case MSG_C_ACTION5: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION5; break; case MSG_C_ACTION6: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION6; break; case MSG_C_ACTION7: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION7; break; case MSG_C_ACTION8: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION8; break; case MSG_C_IDLE1: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT | C_ANIM_IDLE; curr_anim = ANIM_C_IDLE1; break; case MSG_C_IDLE2: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_IDLE2; break; case MSG_C_IDLE3: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_IDLE3; break; case MSG_C_PIVOTLEFTGO: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_PIVOTLEFTGO; break; case MSG_C_PIVOTLEFT: self->monsterinfo.c_anim_flag |= C_ANIM_MOVE; curr_anim = ANIM_C_PIVOTLEFT; break; case MSG_C_PIVOTLEFTSTOP: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_PIVOTLEFTSTOP; break; case MSG_C_PIVOTRIGHTGO: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_PIVOTRIGHTGO; break; case MSG_C_PIVOTRIGHT: self->monsterinfo.c_anim_flag |= C_ANIM_MOVE; curr_anim = ANIM_C_PIVOTRIGHT; break; case MSG_C_PIVOTRIGHTSTOP: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_PIVOTRIGHTSTOP; break; case MSG_C_WALKSTART: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_WALKSTART; break; case MSG_C_WALK1: self->monsterinfo.c_anim_flag |= C_ANIM_MOVE; curr_anim = ANIM_C_WALK1; break; case MSG_C_WALK2: self->monsterinfo.c_anim_flag |= C_ANIM_MOVE; curr_anim = ANIM_C_WALK2; break; case MSG_C_WALKSTOP1: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_WALKSTOP1; break; case MSG_C_WALKSTOP2: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_WALKSTOP2; break; default: self->monsterinfo.c_anim_flag |= C_ANIM_MOVE; curr_anim = ANIM_C_IDLE1; break; } SetAnim(self, curr_anim); } /*------------------------------------------------------------------------- PlagueElfStaticsInit -------------------------------------------------------------------------*/ void Corvus5StaticsInit() { classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION1] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION2] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION3] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION4] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION5] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION6] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION7] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_ACTION8] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_IDLE1] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_IDLE2] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_IDLE3] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_WALKSTART] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_WALK1] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_WALK2] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_WALKSTOP1] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_WALKSTOP2] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_PIVOTLEFTGO] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_PIVOTLEFT] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_PIVOTLEFTSTOP] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_PIVOTRIGHTGO] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_PIVOTRIGHT] = corvus5_c_anims; classStatics[CID_CORVUS5].msgReceivers[MSG_C_PIVOTRIGHTSTOP] = corvus5_c_anims; resInfo.numAnims = NUM_ANIMS; resInfo.animations = animations; resInfo.modelIndex = gi.modelindex("models/player/dranor_scene/tris.fm"); classStatics[CID_CORVUS5].resInfo = &resInfo; } /*QUAKED character_corvus5 (1 .5 0) (-16 -16 -34) (16 16 25) INVISIBLE The cinematic Corvus for the Dranor scene */ void SP_character_corvus5 (edict_t *self) { c_corvus_init(self,CID_CORVUS5); }