heretic2-sdk/Toolkit/Programming/GameCode/game/c_morcalavin.c
1998-11-24 00:00:00 +00:00

129 lines
3.5 KiB
C

/*-------------------------------------------------------------------
c_morcalavin.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 "vector.h"
#include "c_morcalavin.h"
#include "c_morcalavin_anim.h"
#include "c_ai.h"
/*----------------------------------------------------------------------
Base Info
-----------------------------------------------------------------------*/
static animmove_t *animations[ NUM_ANIMS] =
{
// Cinematics
&morcalavin_move_c_action1,
&morcalavin_move_c_action2,
&morcalavin_move_c_action3,
&morcalavin_move_c_idle1,
&morcalavin_move_c_idle2,
&morcalavin_move_c_idle3,
&morcalavin_move_c_idle4,
};
static ClassResourceInfo_t resInfo;
/*-------------------------------------------------------------------------
morcalavin_c_anims
-------------------------------------------------------------------------*/
void morcalavin_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_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;
default:
self->monsterinfo.c_anim_flag |= C_ANIM_MOVE;
curr_anim = ANIM_C_IDLE1;
break;
}
SetAnim(self, curr_anim);
}
/*-------------------------------------------------------------------------
StaticsInit
-------------------------------------------------------------------------*/
void MorcalavinCinStaticsInit()
{
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_ACTION1] = morcalavin_c_anims;
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_ACTION2] = morcalavin_c_anims;
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_ACTION3] = morcalavin_c_anims;
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_IDLE1] = morcalavin_c_anims;
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_IDLE2] = morcalavin_c_anims;
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_IDLE3] = morcalavin_c_anims;
classStatics[CID_C_MORCALAVIN].msgReceivers[MSG_C_IDLE4] = morcalavin_c_anims;
resInfo.numAnims = NUM_ANIMS;
resInfo.animations = animations;
//note that the name is different in the path
resInfo.modelIndex = gi.modelindex("models/monsters/morcalavin/cinematic/tris.fm");
classStatics[CID_C_MORCALAVIN].resInfo = &resInfo;
}
/*QUAKED character_morcalavin (1 .5 0) (-24 -24 -50) (24 24 50) INVISIBLE
The cinematic morcalavin
*/
void SP_character_morcalavin (edict_t *self)
{
VectorSet(self->mins, -24, -24, -46);
VectorSet(self->maxs, 24, 24, 46);
c_character_init(self,CID_C_MORCALAVIN);
}