/*------------------------------------------------------------------- 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_corvus6.h" #include "c_corvus6_anim.h" #include "c_ai.h" /*---------------------------------------------------------------------- Base Info -----------------------------------------------------------------------*/ static animmove_t *animations[NUM_ANIMS] = { // Cinematics &corvus6_move_c_action1, &corvus6_move_c_action2, &corvus6_move_c_action3, &corvus6_move_c_action4, &corvus6_move_c_action5, &corvus6_move_c_action6, &corvus6_move_c_action7, &corvus6_move_c_action8, &corvus6_move_c_action9, &corvus6_move_c_action10, &corvus6_move_c_action11, &corvus6_move_c_idle1, &corvus6_move_c_idle2, &corvus6_move_c_idle3, &corvus6_move_c_idle4, &corvus6_move_c_idle5, }; static ClassResourceInfo_t resInfo; /*------------------------------------------------------------------------- corvus6_c_anims -------------------------------------------------------------------------*/ void corvus6_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_ACTION9 : self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION9; break; case MSG_C_ACTION10 : self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION10; break; case MSG_C_ACTION11 : self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_ACTION11; 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_IDLE4: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_IDLE4; break; case MSG_C_IDLE5: self->monsterinfo.c_anim_flag |= C_ANIM_REPEAT; curr_anim = ANIM_C_IDLE5; break; default: self->monsterinfo.c_anim_flag |= C_ANIM_MOVE; curr_anim = ANIM_C_IDLE1; break; } SetAnim(self, curr_anim); } /*------------------------------------------------------------------------- StaticsInit -------------------------------------------------------------------------*/ void Corvus6StaticsInit() { classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION1] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION2] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION3] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION4] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION5] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION6] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION7] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION8] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION9] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION10] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_ACTION11] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_IDLE1] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_IDLE2] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_IDLE3] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_IDLE4] = corvus6_c_anims; classStatics[CID_CORVUS6].msgReceivers[MSG_C_IDLE5] = corvus6_c_anims; resInfo.numAnims = NUM_ANIMS; resInfo.animations = animations; resInfo.modelIndex = gi.modelindex("models/player/sewer_scene/tris.fm"); classStatics[CID_CORVUS6].resInfo = &resInfo; } /*QUAKED character_corvus6 (1 .5 0) (-16 -16 -34) (16 16 25) INVISIBLE The cinematic Corvus for the Dranor scene */ void SP_character_corvus6 (edict_t *self) { c_corvus_init(self,CID_CORVUS6); }